Re: What's the best defense complement for a planet?

#12
To build a shell the first thing you need to consider is what you are trying to protect.

If it is resources, then you need to only build a defensive array that can make raiding your shell unprofitable.

That is an attack on your shell with resources stocked will cost the attacker both duet and fleet loss. Attacker will have to consider the rebuild cost+fuel cost.

Lets take just resource stocking.

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Ideally a raid is always performed with Elite Cargo's. So your defense should keep enough kick to take down a few of them. Mind it a player can only bash 5 times a day on any target. So if the resource howl is not too high usually players try to breach through the shell with 2 to maximum three bashing. So pack enough defense to make the first two bashing costly.


To have this kind of shell you need three sets of defensive array along with fodder.

Light Laser+ION Canon+Plasma Canon with the two Shield Doms.

Your target should be to use ION Canons to save those Plasma Canons on the first round of the battle so that they stays on for the second round. The LLs are particularly Handy cause they pack both attack power and a huge fodder support. Mind it LLs are the most economically effective defense unit.

you have to have a fodder array of Rocket Launchers and Gauss Canons, heavy lasers of no good just build a few so they add to the fodders.

My ideal defense ratio is as follows against RIP/Bomber Attack.


50 LL
2 Gauss
10 Ion
1 PC
1 SSD
1 LSD

with the above u may add the fodders as much as you can possibly make.


so it is always a great idea to have insta built LLs/RLs that way u can spam ur defense instantly right before attack. A proper defense ninja :)
With fleet on board thats a very tricky one. Be warn that there is always a bigger fleet out there that can or will take your shell down.

Fleet+Resource is a bad mix to keep overnight. Even the biggest fleeter+turtles do not keep them around.

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For fleet keep safe your turtle has to counter those Attack fleets RIP/LG/BC/DD. Do have a look in the technology tree and see which of the ships are vulnerable to which units. But do mind one fact, RIPs are vulnerable against LGs but having LGs to defend is a poor choice.

The idea is simple. Build enough fodder to ditter those initial battle rounds (1st or 2nd rounds per attack).

I prescribe the following.

Defense Unit Array:
2 RL
30 LL
1 HL
1 Gauss
5 Ion
4 PC
1 SSD
1 LSD

Defense Fodder Fleet Array:
(Per unit RIP attack)
1000 Probes
200 Light Fighters  (Risky, effective only with big size turtles ie: 1.000.000 LLs)
200 Solar Sats (Risky, effective only with big size turtles ie: 1.000.000 LLs)

Now what will you need to kill a single RIP?
Defense Unit Array to kill a single rip:

200 LL
50 Ion
30 PC
1 SSD
1 LSD

The above will not ideally stop a single RIP, its a mass calculation. You have to scale it up for 1000 RIPs and you will see the ratio in working :) The attacker always losses at least 30% of the fleet. ;)

The above fleet stationary on your planet will be a solid wall of defense that will protect your fleet along with the res. (yet no guarantee, cause there is always a bigger fish out there)

So what is the best defense practice?
All the best hybrid in game will say it in one single tune... always build enough to keep your daily production safe. And do fleet save your resource/cargo fleet daily. Fleet safe is the only most effective way to be safe on this game.
Barbaric nomad causing P-A-I-N.

Re: What's the best defense complement for a planet?

#13
A Sample Simulation.

Attacker:
RIP 1.000

Defender:
LLs 200.000
ION 50.000
PC 30.000
SSD 1
LSD 1

Metal Stored 200.000.000
Crystal Stored 100.000.000
Deuterium Stored 100.000.000

here is a possible outcome

The attacker has won the battle !
You receive 100000000 units of Metal, 50000000 units of Crystal and 50000000 units of Deuterium.

The attacker has lost a total of 2.820.000.000 units.
The defender has lost a total of 3.575.120.000 units.
A debris field containing 1.128.000.000 units of Metal and 564.000.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

As you see the attacker bleeds massively.

The battle is fought without any fodder. Now with fodders in both side the battle is a total gamble. and a very high risk one.

Now just so you know there are IPMs and alot more RIPs out there. so lets just see what happens when that shell is met with 10.000 RIPs with fodders on both sides.


Attacker:
RIP 10.000

Defender:
All ships 1
Additionally
LLs 5.000 (Fodders)
Probes 10.000 (fodders)


RLs 100.000
LLs 200.000
HLs 20.000
GC 5.000
ION 50.000
PC 30.000
SSD 1
LSD 1


The attacker has won the battle !
You receive 100000000 units of Metal, 50000000 units of Crystal and 50000000 units of Deuterium.
The attacker has lost a total of 0 units.
The defender has lost a total of 4.135.404.550 units.
A debris field containing 8.889.030 units of Metal and 9.281.700 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

what i am trying to show here is you have to know what kind of fleet you want to avoid getting hit buy.

those 10.000 RIP fleet can obliterate most fleets and most turtles.

but with the same ratio if u up the defense by 10 times u will have a safe passage even for RIP bashings.

Here is the 10k RIP meeting 10 times the above defense

The attacker has won the battle !
You receive 100000000 units of Metal, 50000000 units of Crystal and 50000000 units of Deuterium.
The attacker has lost a total of 29.640.000.000 units.
The defender has lost a total of 41.080.404.550 units.
A debris field containing 11.864.889.030 units of Metal and 5.937.281.700 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %
Barbaric nomad causing P-A-I-N.

Re: What's the best defense complement for a planet?

#15
Another tip towards becoming a battle expert. Learn how an unit gets destroyed. Always play a bit with the three
W: Weapon (Attack point)
S: Shield (Shield Point)
A: Armor (Armor Point)
Learn about them from the simulations as much as you can. And you will understand the concept of minimal defense.

The game basic is there. The sooner u get it the faster u will start to appreciate the level of depth for this amazing game :)
Barbaric nomad causing P-A-I-N.

Re: What's the best defense complement for a planet?

#16
What they said, I vouch for. Even though my vouching is not much to count for, based on my size. :lol: However, Weapons, Shields and Armor can be the determining point in the game. You can't just keep building units. You would have to make sure their quality (Weapons, Shields, Armor, mixture of different units) is at an optimal level. Take Real Life's word. There are plenty of battles, and even entire wars, in which quality has overpowered an overwhelming quantitative advantage. Yes, it is true that in both World Wars that attrition warfare, which relies on numerical advantage, has won the war. However, consider the numerical difference and the casualties, and the time it took to overpower quality with quantity. What I'm saying is that numbers without quality results in bloody battles that no one likes. It was a Pyrrhic victory, really. And you know that no one wants those kinds of battles in Zorg. So quality is a very important factor.
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