Are escorts good for anything?

Share your gameplay tips, secret tactics and fabulous strategies and ship designs with fellow gamers here.

Moderators: Icemania, elliotg

WCG
Posts: 140
Joined: Thu May 30, 2013 2:47 pm

Are escorts good for anything?

Post by WCG »

Newbie here. I took advantage of the sale to buy Shadows and all the earlier required games (still really expensive for newcomers to the series!).

Anyway, I'm playing an empire in the Age of Shadows, and I'm starting to wonder why anyone would build an escort ship. Is there ANY other ship they can defeat? Normally, escorts should defend merchant vessels against pirates, I'd think, but pirates are far and away more powerful than I am.

I need a whole fleet to take out one pirate destroyer (while suffering big losses in the battle), and when I encountered a pirate cruiser, he wiped out every ship I had. That's with a fleet of mostly destroyers myself (although mine don't have anywhere near the shielding pirate destroyers have) and after going gangbusters on research for awhile.

Anyway - sorry, I tend to drift off the subject :) - I can't imagine why I'd build any escorts. Are they good for anything at all?

Admittedly, I've let the AI handle ship design. I don't know if that's a good idea or not, but it's pretty well mandatory for a newbie, I think, since I don't have a clue what works best.

Bill
Image
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Are escorts good for anything?

Post by Bingeling »

If you are in age of Shadows, pirate ships are crazy strong at the start. Or rather, your ships are crazy crap. They wreck both destroyers and escorts alike...

When it comes to escorts, though, I agree with you. They are useless. I find frigates mostly useless too, and destroyers pretty much as well if I can build anything larger. The cruiser seems useful, at least until I can build capitals, but it is not available at the start.

Letting the AI handle ship design is not a bad idea, they are pretty decent. Could you do better? If you know the game, sure. If you like doing manual research, though, peek into empire policy options and see what weapons are the tech focus. That is those that your AI prefers, and it is a good idea to go along with that.

Be aware that for some races in Shadows, the weapon choices on AI frigates and destroyers may be odd. Like one of them having only blasters, and the other only torpedoes. I have as a general rule to only build destroyers and larger, but for some races the destroyers could potentially suck and make the frigates a better choice.
User avatar
Bentley264
Posts: 32
Joined: Fri Jan 14, 2011 5:50 pm
Contact:

RE: Are escorts good for anything?

Post by Bentley264 »

I research fighter bays (and the fighters that go with them) fairly early, and put them on about everything.  It works well for me, but then again I play at fairly low difficulty.
 
As your construction improves, you can make your escorts and frigates larger as well.
I put at least 1 troop compartment on anything large enough that I want to put in a fleet (Destroyer, Cruiser, Carrier, Capital, Troop transport.) for quick sorting from the F11 menu.  (filter for troop carriers, and sort by fleet - none = eligible for new fleet)
 
 
Bob
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Are escorts good for anything?

Post by Bingeling »

Adding troop compartments adds maintenance, and troop compartments are evil apart form on troop transports...

If you need to find you fresh orders, just sort military ships on firepower. Those not yet builds have 0, the rest have some.
User avatar
Mansen
Posts: 352
Joined: Fri May 03, 2013 6:37 pm

RE: Are escorts good for anything?

Post by Mansen »

I tend to forgo Escorts entirely in favor of early fighter bays. They're much easier to keep "alive" than Escorts. Couple of mini carriers and your trade routes seem much safer.
Currently Working On:
X-Universe Conversion (Hiatus)
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Are escorts good for anything?

Post by Bingeling »

I love fighters, but tend to move with the AI. Not using too good tech too early is a nice balancing factor [8D]

On truly manual design, my destroyers would pack a fighter bay for sure. At least until carriers can be built, which is not so urgent if you got the bays elsewhere.
User avatar
Larsenex
Posts: 476
Joined: Fri Dec 31, 2010 1:14 pm

RE: Are escorts good for anything?

Post by Larsenex »

Can you 'upgrade' and a simple escort to be a box that holds a fighter bay? that would be pretty funny actually.
Go for the Eyes Boo!

Intel 8700K Oc'd to 4.8ghz
32 gigs ram
GTX 1070 w/ 6gigs ram.
Using a cache drive from intel with a 60gig flash & 1 terrabyt hd accelerated.
User avatar
ASHBERY76
Posts: 2079
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Are escorts good for anything?

Post by ASHBERY76 »

The A.I policy ratios build far too many small ships.Good job you can mod it but I wonder why vanilla has not been changed.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Are escorts good for anything?

Post by Bingeling »

You can make any ship class anything you want, apart from carriers and resupply ships having special requirements, and extra size bonuses.

With shadows I guess the old warning of "pirates may use the escort design" is gone, since they got their own ship sets. So one can pretend escort is escort carrier, and make them cruiser sized carriers. Or anything else...

It could actually be interesting to test a race in a lot of automated games. Some with default settings, and some where automation settings are tuned to different build policies. How much of a difference could it make? The problem is that running the games takes time, and it would probably require a whole lot of them to get statistics on performance. One can have a "day 1" save for all of them to remove the random of galaxy, though.
User avatar
ASHBERY76
Posts: 2079
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Are escorts good for anything?

Post by ASHBERY76 »

The A.I designed smaller ships are still small.
unclean
Posts: 163
Joined: Fri Dec 31, 2010 6:27 am

RE: Are escorts good for anything?

Post by unclean »

I'm finding them pretty useful playing as Pirates, since they can raid and control planets for a minimal cost after your fleet takes out the main defense.
Brainsucker
Posts: 100
Joined: Mon Aug 02, 2010 8:18 am

RE: Are escorts good for anything?

Post by Brainsucker »

Honestly, there is no different between Escort, Frigate, Destroyer, Cruiser, and Capital Ship in DW, and I love that. It is you who decide the difference. So you can make an escort with huge tonnage and par to par to your Cruiser, or leave them all and just use a single slot (ex : Cruiser) for your ships. It is true to modern naval combat ships too. Just look at US Navy. How could Arleigh Burke Destroyer rival a Cruiser Class - Tincoderoga Class? And look at Sumwalt that even outclass the Cruiser Class Completely in term of tonnage. US Navy is also skip Frigate Class entirely. They are not developing the successor of aging Oliver Hazard Perry Class Frigate.
While China, in the other hand split their ship into several smaller ship. Filling the role of Corvette (type 56), Frigate (Type 54A) and Destroyer (type 52C).

So free yourselves from previous 4x Games minded. Distant World offer us more freedom, and that is why DW is way better than the other 4x games.

For me, Escort, Destroyer, Frigate, Cruiser are just slot to fill for my designed ship. What make them different is their role. What is their role? Well, I don't put any strict rule over this. Role can be change according to the situation. For example, I set my destroyer to be a close range starship with heavy protection. AKA my tank; Frigate as light, fast, with long range armament like missile, like archer in my game. I set Cruiser as multi role ship that pack different armament, and my capital ship as my AOE specialist weapon in my fleet.

Later on, after my empire progress more and new technologies discovered, I change my ship role again - all depend to my strategy and tactic. For example, I change my Capital Ship role to become AWAC like ship role, while my previously multirole Cruiser into AOE packed ship, etc. As long as it is efficient, I will stick to the role, but if I find that the role is not work or wrong or under powered, I'll change it to different design.

For the tonnage, I don't strict it to specific size. My first generation Cruiser can be smaller than my third or four generation of Frigate or Escort. In my latest game play (that still around in the middle of the tech tree, as I put research to 700% cost), My frigate size is 300, my Destroyer size is 360 - 400, my Cruiser size is 400 - 450, my capital ship class size is 500. That's mean my latest frigate is bigger than my first generation of Destroyer (that 230). Well, it is the beauty of Distant world.
User avatar
Kruos
Posts: 130
Joined: Wed May 05, 2010 8:43 pm
Location: France

RE: Are escorts good for anything?

Post by Kruos »

I think that the underground question about ship size is :"few big ships or many small ones?". The easy answer is :"it depends". And it is why DW is great, because "it depends". :)

Personaly I tend to prefer small ships for defensive duty, and big ships for offensive & invasion.

Small ships means fast ships, and when it comes to mine or colony raids (empire point of vue), 3-4 fast escorts are more useful than 1 fat cruiser for disturbing the pirate ships. Generally I mix my defensive fleet with escort class ships, for 'disturbing' duties, and with frigate class ships, for 'ship destruction' duties. The idea is to redirect the pirate fire from the mine to the escort, giving some time for the frigate to arrive and destroy the pirate ship. With 4x4 or 8x8 fleet size (depending on system vulnerability), it works quite well.

I have not very much tested the boarding option yet. I am sure their are some interesting options with that, even with small ships. ;)
WCG
Posts: 140
Joined: Thu May 30, 2013 2:47 pm

RE: Are escorts good for anything?

Post by WCG »

Thanks for the replies! There's a lot to think about here - maybe too much, for a complete newbie. [:)] (I'm on my first game - well, my second, technically, since I started over when the game was revised.)

And I started with playing an empire in the pre-warp age, despite the recommendation to choose a "classic" start for your first game. (The pre-warp start just appealed to me more.) So pirates have far-and-away better ships than I do. Four or five escorts - or anything else I can build - wouldn't even come close to taking out one of their ships. And they've also got far more ships than I do, although they never seem to attack with more than one at a time (yet).

So far, as a complete newbie, I've let the AI handle ship design, because I really didn't have a clue. But I'm thinking I won't survive that way. On the other hand, will I survive by designing ships myself, when I don't really have a clue what I'm doing? [:)]

Note that one thing I'm not worried about is the game being too easy for me! So I like the idea of putting a fighter bay on escorts. I'm also wondering about the AI design of destroyers, where they put two missiles and a bunch of... phasers? Would it be more efficient - for a fleet ship - to put all missiles (or torpedoes? I'm not sure of the difference) on destroyers, and let the frigates use the beam weapons?

Also, there are many weapons the AI isn't using at all (on ships, at least). Rail guns bypass shields, right? Well, my biggest problem with pirate vessels right now is that they've got shielding up the wazoo. My whole fleet struggles to do them any damage at all, because I can't get through that shielding before it regenerates.

Ion weapons, too, sound good (although, apparently, there are counters for that). But I don't know if you can have multiple designs for different types of frigates, for example. Or is it just one kind of frigate design at a time?

Obviously, there's a lot I don't know. And while I'm sure I'll learn by doing, winning is more fun than losing (except in Dwarf Fortress, of course [:)] ).

Bill
Image
User avatar
Plant
Posts: 418
Joined: Tue Apr 23, 2013 11:57 am

RE: Are escorts good for anything?

Post by Plant »

There really isn't an question between a many small ones and a fewer large ones. It's decisively in favour of as large as possible as long as you can afford to have one ship per system you care about, which is usually always. Smaller ships aren't any faster than larger ships, in fact larger ships are faster per cost, because of efficiencies gain since you only need one hyperdrive and command centre,.

The AI scripts in regard to ship building and design makes no sense within the context of the game. Escorts are essentially worthless designs, good only for fighting escorts, except that you can always make a larger escort, just as fast, and more cost efficient in combat. Escorts are supposed to be used for raiding and escorting, but they are too weak alone to attack a mine, and are nonsensically designed for escorting. If you play as a Pirate in Shadows, Escort are useful because they are strong at the start of the game as a side effect of being hyperspace capable and technologically advanced over the civilisations, and that they are about as big as an equivalent destroyer in Legends, and can raid. But you can just design a better ship in every respect, simply by making it size 300 instead of around 220.

There's lots of wierdness in the AI ship designs. They all have too much weapons in relation to shields, making them cost inefficient. They have multiple weapon types, making them inferior to single weapon ships. Military power seemed to be calculated from firepower, which is the damage a weapon does per shot, which doesn't take into account of defence. AI also doesn't seem to make ships to 1500 size, except for a certain game campaign ender race.

Despite using ion weapons, I have no real idea how they work, and yes, you can have multiple frigate design, but updating each design is tricky.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Are escorts good for anything?

Post by Bingeling »

Well, all AI ships don't have multiple weapons. Unless you count point defense. Quite a few race have frigates and destroyers with only one weapon type now, at least.

The AI designs are fine to use, but I would avoid escorts. You can do better. But if you lose in the game, you surely lost it to someone running AI designs...

I think Plant may be on to something with shields. I prefer larger ships, and they got more shields than smaller ships. A big bonus of cruisers compared to the smaller ones is also range. They have more stamina for "travel - fight - travel - fight". This applies to AI designs of course, if you design your own you can do whatever you want.

If you do AI designs, I would put carriers reasonably high on the research list (if you do that part manually). That is 3 techs straight down the star fighter path. If you got them, doing the first tech to get some fighters that hurts a bit is not silly either.
Carewolf
Posts: 81
Joined: Mon Sep 20, 2010 3:53 pm

RE: Are escorts good for anything?

Post by Carewolf »

The thing about the smaller ships is that: If they get hit they are dead. So do not bother much with armor and shields (they only need to survive point-blank weapons). Just throw engines and weapon into them and set them to attack at point blank range. This means they fly in and give massive amounts of damage to capital ships with large single weapons (or the evil black hole creature), most will die but being the cheapest design that doesn't matter as much as losing a larger ship.
User avatar
Plant
Posts: 418
Joined: Tue Apr 23, 2013 11:57 am

RE: Are escorts good for anything?

Post by Plant »

Um...no. Nothing you said makes sense or is true.
No arour or shields means that they are just liekly to be taken out from one salvo, Adding just one shield (space 10), or enough to take 2 hits, improves survivability massively, and is the start point for why larger ships are more cost efficient.
Throwing engines is not free, and you can just as easily throw engines on a larger ship.
Massive amounts of damage! Not if that ship gets wiped out from the opening long range shots since you have no shield.
Not even the World Destroyers are armed with one large single weapon.
Losing one small ship doesn't matter as losing on big ship. Except that will never happen. Small ships still cost resources. You will always end up losing more resources, because small ships are cost inefficient, and in your case even more cost inefficient than usual.

Spacecadet
Posts: 1784
Joined: Sun Apr 18, 2010 5:52 pm

RE: Are escorts good for anything?

Post by Spacecadet »

I tend to view the Classes more as a Mission type platform more than anything else.

That said, I design my Escorts to be quick, so they're on the small side.
I set them up with Missiles or Long Range weapons only, and adjust vs Stronger & Weaker to be Standoff.
Last change is to set Flee when Shields are 50%, because one Shield at 20% most likely won't give you time to flee.

Escorts set up this way can really delay an attacker:
- Generally they can stay out of range while shooting into the following/chasing attacker.
- Since it is being chased, the Escort weapons essentially have a better range (the attacker is running into them).
- Because the Escort is normally dealing damage rather than receiving it, there is a chance that the attacker will have to flee due to low Shields.
- While all of the above is going on, you are buying time for other assets to come into play to deal with the threat.

CPU: Intel 2700K
RAM: 16 GB
GPU: GTX 970
OS: Windows 7 (64 bit)
Res: 1920 x 1200


User avatar
elanaagain
Posts: 254
Joined: Thu Jun 06, 2013 6:16 pm

RE: Are escorts good for anything?

Post by elanaagain »

Small ships (esc, fg) only good for feeding Kaltors.
USA = Corporatist Serfdom of America: free range surf technology
Post Reply

Return to “The War Room”