Partially agreeing with this on ship limits

I have noticed, and it so annoying that once the computer or any other player creates a fleet with about 200 frigates then nothing will stop them.  The problem is that with say, 200 illuminators or any other small vessel is that the starbase or anything else can only attack a certain number of targets, no where near close to 200.  Which means that a maxed out starbase can be gutted in less time than it takes to lose a single frigate.

 

There should be some sort of cap per type.  I would say 50 at most.  Otherwise it makes the end game a fleet chasing exercise.

Thanks again and I am sorry if this has already been addressed.

 

-Jason

 

 

Hello... First post here... and bear in mind that I'm not that good at RTS's at all.

 

I would like to interject something though.

 

Normally limits on unit types annoys me as well and I can easily recognise that there are counters to just about everything out there (and if there isn't it IS per definition unbalanced right?).

 

I do however like smaller fleets and bigger ships more than massive fleets. It's a personal preference since I get more attached to the battlecruiser that's survived 8 major battles than long range missile frigate #54 that disappeared in a fiery ball in it's second battle.

 

So I would like the pregame option of capital ships only.

 

To reiterate. Not limits on frigates/cruisers in normal game but the option of capital ship combat only.

 

EDIT: Sorry for making this a new topic. I could have sworn I clicked reply.

 

7,398 views 7 replies
Reply #1 Top

I agree, it would be nice, increase the limit of capitals to say, 50 or 60, so you can have large scale battles but without getting too carried away by having capital's still matter to you in some way, instead of becoming halycon #74, kol #124 etc etc etc.

Reply #2 Top

I take it you've never been against Armistice spam. 

Reply #3 Top

Disabling frigates in order to play with capital ships only isn't very hard to mod. It's just a matter of removing entity files basically.

Reply #4 Top

Marza dread paire with ultimate will clean that fleet in a instant... a Starbase with a RB...., Ragnarok shotgun power, etc.

Reply #5 Top

I would like to see the capship limit in Rebellion to be increased to at least 24, if not 32, and the fleet supply to 3000. I realize the limits are from hardware reasons, but still, you can play against 9 players at the same time, right? Personally, I never played more than 6 player game, usually its more like 4 player game. So if you can play with 2000 supply against 9 players, surely i can play against 5 players with 3000 and it would work as well. And if 3000 is too much for 10 player game, just make it 2000. I mean, more players, less fleet supply per player. Absolutely standard solution IMHO. 

Additionaly, how many mines can you lay per gravity well? Is it not 150? Surely this eats RAM as well, cut this number to 100 and increase their range/power proportionally.  

Reply #6 Top

A 200 frigate fleet shouldn't be stoppable by anything short of an equally powerful fleet(well assuming we're talking about real late game frigates, not LF or corvettes).  By that stage of the game any main fleet will have little trouble stomping any starbase(with the only exception being an unexpected red-button argonev).

 

Frankly at that stage of the game, the much of the game strategy comes down to getting your fleet where the enemy fleet isn't present defend and making sure when the opponent attacks you have a a nearby fleet in position to defend.

 

Honestly a fleet consisting of 50 carriers, 50 LRM frig, and 50 heavy cruisers would wil lthe starbase faster then the 200 illuminators you described.

 

When it comes down to it, if the enemy has a mature 1200+ supply fleet attacking one of your wells, and you don't have a comparable defending fleet nearby you've already screwed up and can kiss your gravity well(and any fortifications including a fully upgraded starbase) good-bye.  That's when it comes down to it the reality of super late game Sins fleet combat- Effective scouting and positioning of your fleet is one of the greatest determinants of whether you win or lose.  Nothing short of actually reducing the fleet supply maximums drastically would change that- nor should it IMO;  Effective information gathering and planning should be essential to prevail in a strategy game.

Reply #7 Top

Again I personally don't want to limit anything for anybody else but a capship only option would be nice.

 

I've been playing a custom map with plenty of ressources for everyone and for me being able to build and turtle a bit (just vs AI). The map is 2v2v2 and gives a planet of each type for everyone. Only access to each other is through a pirate base and then central star.

 

I was slowly nudging my way to the enemies clearing out the piratebases when I discovered the AI hadn't been idle at all. Their combined fleets consisted of multiple ship types with the most being eg. javelins with around 70 plus. I'd say they have around 300 ships at the planets.

 

My counter being titan, capships and then with a massive escort carrier fleet of 70 plus. And the deviousness of asking my own ai ally to attack first lol. Anyways the game is winnable but it sure does become slow. I'd wager aroudn 3-5 frames per second. Though thats with the rather elderly system of an e6500, 4gb ram, gtx260 and running at 1920x1200 and decent settings.

 

So an option small fleets of big ships would imho have an extra benefit.

 

It would allow for rather big maps and long games and still alllow for better performance.

 

EDIT: Also atleast in my humble oppinion a "scarily huge friggin" fleet should obviously stomp a starbase and pretty much anything in short order (since it's friggin huge and scary). Unless we call it a deathstar but then we need a trenchrun ability for fighters.