Fleet targeting/countermeasures

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: Icemania, elliotg

Post Reply
User avatar
Osito
Posts: 878
Joined: Thu May 09, 2013 8:55 am

Fleet targeting/countermeasures

Post by Osito »

A few questions:

1. Does anyone know for sure whether the fleet targeting/countermeasures add bonuses above and beyond the individual ship targeting/countermeasures? It's a bit strange, because when you're at maximum tech, adding fleet targeting gives you an extra 40% "fleet targeting" and an extra 35% "targeting". Adding ship targeting only adds a further 5% targeting.

2. If a particular ship has a fleet targeting or countermeasures component does that ship need to be in a fleet to benefit from the fleet targeting or countermeasures bonus?

3. Does anyone bother about fitting fleet targeting/countermeasures just to specific ships? I micromanage fleet design, but I'm finding I just fit fleet targeting/countermeasures to every ship, along with ship targeting/countermeasures. It only takes up an extra 6 spaces, so it seems more trouble than it's worth to keep track of what I've put it on.

Interested in other views ...
Osito
User avatar
elanaagain
Posts: 254
Joined: Thu Jun 06, 2013 6:16 pm

RE: Fleet targeting/countermeasures

Post by elanaagain »

1. don't know. I am not sure about the bonuses stacking. Design question:
2. don't know. However, a one ship fleet is permitted - so to be sure - put the ship in its own fleet. I do this with relic ships anyway so I can access them from the fleet management screen.
3. As soon as I get fleet ECM, I design a small number of "FLAG" ships. I design them to be slightly more maneuverable, and more heavily defended than line ships. I name them "FLAG" (in caps) so I can see them easily. These ships get the fleet wide ecm components - line ships don't. FLAGS also get the first fighter wings when available (long before carriers). I usually assign one flag to small squads of ships (6 and under), and to flags to larger fleets. My admirals get relocated to a flag. Flag tactical doctrine is to stand off against stronger and weaker enemies. The only exception to this is when I have a relic ship that is much stronger than a flag - then admiral goes there. In early game, some relics have fleet ecm before I have researched it. In this case, the relics are used as flags, for larger fleets only,except when I need a large, quick massive strike, then relics go into their own fleet to get use of maximum speed, etc.
USA = Corporatist Serfdom of America: free range surf technology
FerretStyle
Posts: 157
Joined: Tue Mar 30, 2010 7:00 am

RE: Fleet targeting/countermeasures

Post by FerretStyle »

I design fleet support ships to carry those modules, and assign two to my fleet. They also carry my hyperdeny modules, and usually have more shielding and speed than the others ships, but less weapons. I put ions on them as well. They are basically tanky disruptors.

I noticed that the fleet modules added a 5% to the ship it was equipped on in some cases, but not all. Not sure under what circumstances this is supposed to happen (or if it's supposed to happen at all). I know it doesn't work with Raptor targeting system. Even still, the reason I don't put them on all ships is because the gain is small and the resource cost to do that would be too high. The size addition to the ship is basically trivial but it does add weight to the ship which slows it down... unnecessary modules are never a good thing.
User avatar
MartialDoctor
Posts: 388
Joined: Mon Mar 07, 2011 10:01 am

RE: Fleet targeting/countermeasures

Post by MartialDoctor »

ORIGINAL: Osito
3. Does anyone bother about fitting fleet targeting/countermeasures just to specific ships? I micromanage fleet design, but I'm finding I just fit fleet targeting/countermeasures to every ship, along with ship targeting/countermeasures. It only takes up an extra 6 spaces, so it seems more trouble than it's worth to keep track of what I've put it on.

Interested in other views ...

Considering they are fleet countermeasures, I'm not sure why they are so easy to fit onto a ship. They should be large and expensive units.

That being said, I tend to put them on my whatever I design as a support ship (a battleship or cruiser).
Post Reply

Return to “Distant Worlds 1 Series”