Astro Galaxy - a realistic space exploration game

General Talk => News & Strategy => Topic started by: Pokeboy on May 02, 2018, 11:48:59 AM



Title: Tactics
Post by: Pokeboy on May 02, 2018, 11:48:59 AM
Which is better on a COM titan, a Mk. X Reinforced Hull optimization or a Mk. X Camofluage System optimization?


Title: Re: Tactics
Post by: sargas on May 02, 2018, 01:23:54 PM
my COM ships are all factory ships


Title: Re: Tactics
Post by: Matamaure001 on May 02, 2018, 01:25:19 PM
Mine also!!! In fact all my ships are factory ships except one, the shifter.


Title: Re: Tactics
Post by: Pokeboy on May 02, 2018, 03:24:01 PM
I think I will do camo. 20% dodge seems better. I’m making a separate factory ship.


Title: Re: Tactics
Post by: Raptor on May 03, 2018, 01:31:24 AM
What the masters of the Empire said. Eventually, manufacturing slots are so vital to your growth, 95%+ of your ships will have that optimisation.

For a base defender, I'd probably take reinforced hull over camo. Camo is nice v weapons, but marines never miss.


Title: Re: Tactics
Post by: Pokeboy on May 03, 2018, 08:56:34 AM
K. Thanks. :)


Title: Re: Tactics
Post by: Odlid on May 08, 2018, 12:23:46 AM
I'm about to build some ships out as mining base defenders.  I tried mining in the early go only to be blown up by other players - noobs like me at the time I think.

I was not thinking Titan. I was thinking:

Frigate optimized Assault Bomber
0 x FTL
0 x WHG - towed into place in a hangar
4 x AES 100
4 x MAU 200

I believe 2 of these should be enough to deter 'newbie pirates'.  Would this be just a target for Federation or some other such bigger pirate?

I have no desire, at this time, to do COM missions.  I would only invest in these ships as a deterrent to sniping my mining operations.  Any advise - pro or con - would be useful!


Title: Re: Tactics
Post by: Publius on May 08, 2018, 01:45:51 AM
Hi Odlid  :)

4@AES-100 = 64,375 x 4 = 257,500-POW (prior to Bomber multiples)
4@MAU-200 = 50,750-marines x 3-pow/marine x 4 = 609,000 (prior to Bomber multiples)

Typically, you want shield and weapons to balance.  This is unbalanced towards weapons, and might be retreated too soon.  Suggest 5-6 AES, and 2-3 MAU (at those relative strengths)

Assault Bombers are a great small ship choice.  However, if the mods are too low level, you're better off financially with an unoptimized ship and more mods.  Let's check that:
AB-10 on a Frigate = $5,200,000 x 10 = $52,000,000 and confers +200% to weapons, shields, and armor.  So the same as another 8@AES-100 + 8@MAU-200
8@AES-100 = $26,150,400
8@MAU-200 =  $8,811,200 + ($30/marine x 50,750-marines x 8) = $8,811,200 + $12,180,000 = $20,991,200
So the Optimization's $52,000,000 is buying you the benefit of $47,141,600 in mods and marines.
Meaning you're right at the tipping point in terms of your tech level.  I'd say go for the Bomber - your tech is only going to improve, and so will the advantage the Optimization gives you.
This won't be a great platform for COMs, though - not enough fine tuning available - but you said it was for a Defender, so no problem  :)

Assuming VIP and full Combat Tech (but no Officer), your ship's Pow would be over 3m!
Federation's been hunted to under 1k Pow (both alts).  
GeneralTiberius is down to 94k.
ConPlays is 52k.
You'd be way past them, and any other Troll using simple alts to gain renewable power (through SEA).
Would an established player go after you?  Not typically, but there's no certainty in life or AG ;-)




Title: Re: Tactics
Post by: Odlid on May 10, 2018, 10:54:20 PM
On the 'Modules' page I found the following formula:

Base Ship Power = W+S+A/2+M+50*Cs

where I assume:
  W  = Weapons
  S  = Shields
  A  = Armor
  M  = Marines + regular personel
  Cs = Combat Speed

I did some experimentation with an alt I have that does not have either VIP nor Tactician officer.  I found the following:

  • My base ship power was 1770 - before installing an MAU 50 nothing but FLT2+WHG1+ACB200+SLB1
  • My ship power after installing a MAU 50 but before hiring personnel remained at 1770
  • My ship power after hiring 1000 marines was 7770

It seem like I got credit for 1000*3 for manpower (even though I only bought 1000 people) and 1000*3 for weapons (which seems right since the personnel purchased were Marines.) Does this seem right or is this a bug in the 'module display'?  The 'Module' screen is the only place I know to find a ships power.


Title: Re: Tactics
Post by: Publius on May 10, 2018, 11:39:57 PM
That's right.  May seem odd to split the Marines' value this way, but there are optimizations like Bomber that improve Weapons (including MAU) and others like Boarding Ship that improve Personnel.


Title: Re: Tactics
Post by: Matamaure001 on May 11, 2018, 01:06:41 AM
Marines are used for att and def. Each one give 3 point per marine for each function: 3 x 1000 for att + 3 x 1000 for def. Base value: 1770 + 3000 + 3000 = 7770. If you simplify, calculate that a marine is worth 6 points. When you upgrade your MAU you only change the max number of marines you can have in the MAU, The calculations remain the same. The best way to boost your score is to have more marines.


Title: Re: Tactics
Post by: Pokeboy on May 11, 2018, 10:12:11 AM
Our COM ship now has the strongest MAUs in our fleet, 5 Mk. 150s.