Vote on Transport attack values

I'm sure you've all seen this..transports...defenseless, let's vote to add an attack value to them.... I voted for 5, but the other races voted for TWENTY. They are now virtually unassailable. Twenty is simply too high. With 20/13 stats, not even a dreadnaught needs to attack them. This is a bit ridiculous. In every other game, you ESCORT your transports to battle...
369 views 12 replies
Reply #1 Top
The numbers that come up as choices vary from game to game (for that matter, the issues vary, and I haven't had the transport issue for four or five games now), so don't get too flustered. :)

- Ash

~SDC~
Reply #2 Top
Quite an interesting variation. I would think a defending dreadnought (in orbit) would hold, of course there's also better ships out there (and missiles...). Depends on your starbases, perhaps.
Reply #3 Top
Yeah but the transports are sooo cheap to build... it happened in one of my games totally changed the dynamic- it was fun. Only thing was the AI didn't understand what was happening really, and suffered as a result.

~SDC~
Reply #4 Top
Dreadnaughts CAN knock out the 20/13 combat transports, but they take damage. Battleships usually lose. Frigates? forget it. My point is that a transport should never be so strong that you are afraid to attack it when it is unescorted.
Reply #5 Top
And why should it NEVER be that strong? The whole point of the United Planets is to change the rules of the game as you go... if you don't want your transports to have the boost leave the UP.
Reply #6 Top
That would be a great idea if leaving the UP was a viable economic option.

Which it isn't.
Reply #7 Top
I feel that event is a little unbalanced, at that point, you stop building dreads and just build transports faster and for less maintainance. Might be better if it increased the defense of the transports - make them a bit harder to kill. Of course, then you just use them for defense.

Perhaps the game needs to be coded so certain ships - like transports, don't count for defensive purposes when orbiting a planet.

~SDC~
Reply #8 Top
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5 by Veteran Wyrenn - 4/12/2003 3:16:47 PM

And why should it NEVER be that strong? The whole point of the United Planets is to change the rules of the game as you go... if you don't want your transports to have the boost leave the UP.
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because it's a little silly. think about the large slow targets (er, LST transports) of WWII: they were escorted because they were slow, thin skinned, and almost unarmed. now imagine if they started adding battleship turrents on them because all the nations agreed to do so.
Reply #9 Top
And I don't think the problem is so much with it being silly.. as the huge advantage it gives the human player as he can now buy these 'pocket battleships' relatively cheaply and put them to effective use while the AI still considers them transports.

~SDC~
Reply #10 Top
I had the transport even happen to me too. Too bad its only for 3 years or so or I would have build a army of them insted of dreads.
Reply #11 Top
Mine was permanent. :)

I don't know what all the whining is about- it's one of the reasons Ilike GalCiv- the dynamic situation you need to pay attention to in order to master the situation and win. FUN! :D

~SDC~
Reply #12 Top
I think I know what the problem is:

UPISSUE ArmedTransports01 sets attack attribute to either 2, 5, or 10 for a period of 5 years. (Reasonable values).
UPISSUE ArmedTransports02 sets attack attribute to either 5, 10, or 20 permanently. (Can render Dreadnoughts obsolete).

Based on various comments within this thread, it's most likely that the modifiers should be swapped between these two events. This will prevent the Dreadnought from becoming obsolete from a simple UP motion. (The only advantage the Dreadnought would have left is 1 additional speed/turn. Not really much).



~SDC~