Just how balanced is the CP system?

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Just how balanced is the CP system?

Postby Veqlargh » Sat Dec 28, 2013 4:17 am

From most table top games i've played that have a combat value approach to selecting your units it is invariably better to have MORE units for the Combat value as opposed to FEWER more powerful units. Reason being you tend to have more overall hit points divided among the units as well as more actual firepower AND on top of that you end up having the tactical advantage of being able to out maneuver the enemies fewer units.

how does it actually play out in NA? assuming both players are equally skilled, have the same CP worth of vessels and the same options as far as components and the combat takes place equadistant between the players so both players are able to build and field reinforcments in the same amount of time. Is the player that opts for more units inherently at an advantage to the point he is almost guaranteed to win assuming both players play flawlessly? Not sure how much flanking damage factors into the combat as it relates to larger ships fighting with smaller ships.
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Re: Just how balanced is the CP system?

Postby firespier » Sat Dec 28, 2013 5:49 am

well 1. thing no1 ever plays flawlessly
it is impossible there are always weak points
2. the situation you descib is in essence the dilemma every player has to face because having more units in my personnal opinion makles flanking easier BUT your micromanagment gets reaaaaallllly hard
and yeah flanking damage is very high
drastic example
currently the mk1 dread gets only 10% dmg from the front while its 140% or so from the sides and 200% in the back
hope that somewhat answers your question
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Re: Just how balanced is the CP system?

Postby Aetherblade » Sat Dec 28, 2013 9:07 am

It really depends on the tactics you use. More ships means more firepower, yes. But smaller ships will have less primary weapons, side weapons and a lot less armor. So, if employed well you could use dreadnaughts escorted by cruisers and destroyers (and maybe some auxilary repair craft) to keep off a larger fleet.

In practice, we'll have to have people figureing out the metagame of the game basically to see what works and what doesnt work so we can start ballancing like a boss. Also, remember that crew gather experience over time, so while you may have more light units flying around with more fire power, they are more likely to have a short live expectancy than thos chilling around in a dreadnaught or battle cruiser.
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Re: Just how balanced is the CP system?

Postby PerfectDeath » Sun Dec 29, 2013 2:54 pm

A. O. E. =]

Right now the only aoe comes from ship death, which isn't ideal for dealing with large numbers of units, just blobs. If you space your units well you can reduce the splash damage from your casualties. Quality vs Quantity is always an interesting balance.
also, the Mk 1 dread has 20/180/250 front/side/rear percent armour modifiers.
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Re: Just how balanced is the CP system?

Postby Paestero » Thu Jan 02, 2014 10:51 am

How do trade ships and such contribute to your CP?
The bigger your empire, the more trade is (probably) required to keep it all running.
Having half your CP invested in that would kinda ruin things?
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Re: Just how balanced is the CP system?

Postby Sypheria » Thu Jan 02, 2014 11:01 am

You can hire players to bring cargo to your planets.
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Re: Just how balanced is the CP system?

Postby PerfectDeath » Thu Jan 02, 2014 3:31 pm

A player could very well take it upon himself to find suppliers and buyers while he takes a bit extra for his troubles transporting it.

This kind of player would be someone that the suppliers and buyers would be interested in keeping safe and they may even help him expand to another planet to expand his warehouse capacity, thus stockpiling more goods to distribute.
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Re: Just how balanced is the CP system?

Postby Paestero » Fri Jan 03, 2014 3:31 am

Can those other players automate their delivery to others players?
I know you need premium for automation, but is this possible? :)
Else I don't see this working out to be honestly.
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Re: Just how balanced is the CP system?

Postby Sypheria » Fri Jan 03, 2014 8:27 am

You could if you don't want your supplies to arrive. :D

Clicking across the universe and forgetting about your units probably won't get you too far.
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Re: Just how balanced is the CP system?

Postby Paestero » Fri Jan 03, 2014 9:16 am

I mean, say I ask player A to deliver me goods and in return I give him credits or goods in return.
Could he or I automate it so that we automatically deliver X goods to each other?
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