Online! The Hitchhiker's Guide to Fleet Operations (Patch 3.

guide.fleetops.net
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posted on October 23rd, 2009, 2:17 am
I checked it out and it is awesome!
posted on October 24th, 2009, 5:31 pm
Thanks S'klar :)

Incidentally, I just added a lot of new info to the Klingon strategy portion for TaQ'roja :). Unfortunately, many of the strategies that are useful for her are also similar to Martok... but less effective :(

Obviously more testing is needed  :whistling:
posted on October 26th, 2009, 7:51 am
That's cool!

Incidentally, did the link i posted help any?
posted on October 26th, 2009, 4:52 pm
Hehe, it helped me get a bit more understanding when it comes to what Zebh is doing to make the website... but as I am not the one coding anything (since my starting knowledge was zero, and his was quite a lot higher than zero  :lol:)...  :blush:

Did you have any suggestions when it comes to the site? (I take it you know something about php etc :) )
posted on October 27th, 2009, 4:41 pm
There is a typo on this page Unit System - The Hitchhiker's Guide to Fleet Operations
Dominus_Noctis wrote:The defensive capabilities of a starship or station. Units with higher defensive values can sustain higher amounts of damage before getting critically damaged or destroyed. Defensive Value adds additional shield and hull hit points and also has some basic influence on shield and hull regeneration rates. Defensive Value will also make vesselssubsystems more resistant to being damaged by weapon fire.
posted on October 27th, 2009, 9:22 pm
Last edited by Dominus_Noctis on November 1st, 2009, 8:02 pm, edited 1 time in total.
Thank you! Corrected :D

EDIT: updated some FAQ's, added a little bit more info to the Breen and to NPC's etc. Relatively soon a "change tracker" will be put in place, so that it is easier to see what pages I've added stuff too. Right now it's kind of like searching for easter eggs (if you know the tradition) :D

EDIT2: Zebh added a "change tracker" that keeps track of the last 5 page changes over the last 5 days (continually updated). Hope it helps you know what things I've added :)
posted on November 3rd, 2009, 8:21 am
Last edited by RCIX on November 3rd, 2009, 8:23 am, edited 1 time in total.
I have to honestly disagree with your portrayal of Unit Caps in the Unofficial FAQ. Unit caps make the player think; if the player cannot spam out his/her favorite ship then they are forced to think about using other ships and putting more of their available fleet into use. Take a look at AI war (feel free to ask questions on the forums; i go by the same name there and the people are quite friendly): A vastly different style than fleetops, and it pulls it off quiite well .It makes extensive use of per-ship-type caps and an RPS-style (though there's far more ship types than 3) to ensure the player builds balanced fleets and can 't just spam the AI into oblivion.




Waaaaaaaaaaaait, come baaaaaack! it's not that bad! A ton of review sites have raved about AI war as "a one man passion that's rocking the RTS genre" (not a quote from any one review, but a good summary of AI war). Try it, you'll see a supreme example of an RTS done right.

Not that fleetops needs unit caps, i'm just saying that they're not bad in all cases.
posted on November 3rd, 2009, 9:41 pm
Last edited by Dominus_Noctis on November 3rd, 2009, 9:43 pm, edited 1 time in total.
I'm sorry that you disagree  :sweatdrop: . Most of the FAQ's are either directly what the Developers have stated, or slightly altered to be more... hmm... erudite  ^-^. The FAQ's are thus supposed to represent unofficially what impressions people should get about the various aspects of FO. This particular FAQ happens to be what Optec stated a ways back about unit caps. Although I happen to agree with this statement, in general I'm trying to keep the guide as unbiased as possible (or at least biased in terms of representing the Devs views as best as I can). For instance, I don't like at all that the Borg have been quite badly hurt in FO ... but I'll (grudgingly) agree with that :P

AI war looks interesting (watched a few of the videos there), but FO isn't going to be like that... so I guess if you'd like I could put a qualifier and state "FO-like RTS's" instead of all RTS's.

Oh: Site Map added, and the list of recently edited things increased to 10, amongst some neato pictures taken by Zebh :). Check out the FAQ's page for one particular one... :D
posted on November 4th, 2009, 7:21 am
Cool, i'll check out those new changes! :D

I'd be much happier with the qualifier. :)
posted on November 4th, 2009, 10:21 pm
Ok, added a small qualifier :)
posted on November 10th, 2009, 5:52 am
Using Hotkeys - The Hitchhiker's Guide to Fleet Operations

"B" does not bring up the build or research menu.
posted on November 10th, 2009, 10:30 pm
Ah, I will check that out and try and find the right hotkey then - after today though, as I have an appointment with a lovely exam later tonight :D

Sorry about that  :blush:
posted on November 15th, 2009, 6:03 pm
I made a note that it didn't work... as indeed it doesn't seem to work. I could swear it worked before though, so I'll try to figure out if I'm doing something stupid :D. Oh, and added a few other hotkeys I forgot about :)

All Unit Overviews (minus the Borg due to some special considerations ... and mixed tech in general is not yet there yet either) have been added now due to a wonderful working database - avatar specific bonuses will be added as well. Seems the PDF still has its uses  :sweatdrop:
posted on November 16th, 2009, 7:01 am
In the mixed-tech section of each faction, it would be nice if each mixed tech ship had an icon indicating which faction you recommended this ship for. (and/or a "no" icon (circle with diagnal line through it) over the avatar icon)
posted on November 16th, 2009, 8:21 am
In regards to your Martok strat, Dom:  I am finding more and more that the size of the map has a lot to do with the best strat.

  I have found that B'rels work just as well as Taq only the lack of Torpedoes means you cannot attack anything but destroyers.  KbeajQ end up being my main force as they are excellent grunts.  I get their torpedoes asap as they have proven time and time again to be excellent even against cruisers.  They really seem to me to do more damage than the Taq'roja disruptor overloads and can be fired almost twice from starting with full energy.

  I've noticed if I stop making them I tend to putter out.  Using the KbeajQ fleet to tie up the enemies fleet or destroy their exp is the only way I can manage to keep an exp going. 

  Fed Warp-ins get a couple Susa's if needed but really the KbeajQ do too well agains them.  Destroyers dodge the torps and Excel's can outrun Susa's so the mighty design holds on best.

  If the game lasts longer Sang's are in order.  Sometimes if I know my opponent favors a certain strat I will just go Sangs but I find it's harder to expand if you do so, which can severely set you back.  Since Sang's are master kiters they are usually all that's necessary.  If the opponent fields nasty little units in big groups like hyper thruster Sabers or LOTS of bugs a pair of Qaw'Duj with polaron field turns them into clay pigeons nicely.  10 seconds is all a group of Sang's really needs ...

  BUT, if the game drags on and I've been swarmed with nasties of a small nature, waiting it out for a decent fleet of Luspets can sometimes swing the battle in yoru favor for just long enough to retake the initiative.]

Neggies if you've been lazy the whole game and have to biuld them :D
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