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Hate Roads - What are They Good For?

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  • #16
    Originally posted by Flubber

    ***

    (1) 2. You should be able to defend your bases with units strong enough to crush a drop unit with its 50% drop penalty. (2) After all you DO have sensors RIGHT. This is not counting the possibilities with perimeters and ECM (non-elite infantry will face penalties from a hasty attack so I discount them)

    ***

    (3) Also, why would you be so crazy as to leave a roaded square outside a base radii unoccupied -- think crawlers-- (4) I also overlap my base radii a lot, preventing this issue


    ## My bottom line is that your comments ignore

    (5) 1. the possibilities of hardened strongpoints
    (6) 2. using ZOC ie crawlers to stop the advance
    (7) 3. your ability to bombard a road if it is posing a threat

    (8) Personally I see my extensive road system as a defensive plus. It means the greater range of my land units mean I always get the first shot


    (9) Lastly-- you mentioned your love of mindworms several times-- These are powerful in the early game but are just plain weak by the midgame. They are slow and both empath units and artillery just crush them. a good opponent will have sensors monitoring any nearby fungus
    Flubber post above with redactions:

    Since so many issues were raised at once (I can not complain since I said a lot in my post) I'll try to answer them one by one.

    1. I am not worried about resisting air dropped units attacking my bases, I am more concerned with air dropped units occupying my bases after a successful missile/air attack. If I am the victim of a chop and drop the 'dropper' will occupy my base after I've been chopped. Usually I try to economize, limit, the number of military units I keep in my interior bases (enough to help prevent the drone riots, plus an extra margin in the bases that really count; SPs bases, energy park, HQ).

    2. Sensors are one of the first things I build (although they do limit what else I can do with that square).

    3. I do use crawlers, mostly in energy parks, plus the occasional special square and distant square as an early warning sentry (I like trawlers too, but we're not talking about naval tactics). I haven't used crawlers to deny a landing site due to their ZOC. I'll try using it in my future games.

    4. I love Aerospace Centers. When building a new base it is one of the first improvements I'll make (since I just have the basic SMAC I cannot get the Cloudbase Academy. If it gives you a Aerospace Center in every base it must be a very powerful SP). I do try to have Aerospace Centers in most (if not all) bases, and if they are close enough, they will give drop protection overlap (easy to do if you are doing ICS).

    5. I will develop hard choke points. These will be well located bases, lavishly equipped with; perimeter, aerospace center, tachyan (if available), two or three sensors, lots of well armored AAA defensive units, and good offensive units (rovers, choppers) to reach out and touch the invaders, plus a probe or two. The lack of roads just makes these strong points stronger.

    6. You are right, I got to use the crawlers for this more often even if I do not like using them, even if necessary, as cannon fodder.

    7. True, but if I have artillery units and there are enemy units on the way to my base I would rather get two volleys off at them on the way in rather than using one volley on them and one on the road.

    8. Yes, roads are a defensive plus in that they allow your defensive units to cover more ground, but IMHO I would rather have more time to deal with the invader and get more shots at him before he reaches my bases.

    9. Yes, unprotected Mindworms are mincemeat for artillery and empathy. Yes, they are slow SO LONG AS THERE ARE NOT ANY ROADS or fungus (or Mag tubes) for them to travel on. I lately have shied away from the worms (because it takes so long to get them to where they need to be) unless the game is close, and I get NA and DT. Then, I will unleash the worms. I will protect them by doing a recon ahead with choppers to find and kill artillery. One of the nice things about worms (particularly if enhanced by DT and SE plusses) and roads is that even if they have to travel two spaces on a road (2/3) of their move, their last 1/3 of their move into the enemy base there is not a hasty attack and they hit with their full firepower. If I do not have NA and DT I will try capture them or try to win another way.

    +++

    Restatement:

    If you have a good defensive sensor system up ~ 4-5 spaces in front of your frontier bases you get a ~ 5 turn warning to protect your bases [lay your ambush] (and harry the invader with air units if you got them) if your enemy decides to launch a ground based invasion; assuming non-elite, infantry invaders. Even with rover or elite equipped enemy you still have time to prepare your active defense.

    If you have roads in place your enemy gets to you 3 times as fast and you have a third of the time to react.

    And, if you have drop units available (can move up to 8 space as the crow flies) you can easily fortify the threatened frontier bases from other bases much faster than you could with roads. Remember, if you drop unit drops into a base it doesn't suffer the 20% damage penalty and does not have any 50% energy penalty if defending after its turn is finished.

    With roads, you and your opponent share the same flexibility within your empire. Without roads, you can drop into whichever of your cities you want, and you have the advantage.

    Once at war, I don't like to be attacked, I prefer to attack my opponents first, on my own terms. I can't always make this work against an enemy who uses airpower effectively, but if I avoid making roads, create a good drop force and sufficient airpower, I can hit a land invasion hard before it can hit me enough to hurt.


    Yes, I also like the speed roads give my formers and colony pods, but still not enough to make roads.

    I am surprised no one mentioned is that rivers enhance mobility, just like roads. I just live with the effects because I do not want to some serious, and usually destructive teraforming.

    Yes, I have not played PBEM. It would be good to test the roadless strategy against non-AI opponents, but I only have the basic SMAC not the SMACX most have.

    Finally, I am sorry for this long post but I wanted to answer as many of the questions as I could. I hope I did not set a record for length of post. Thanks to all for your comments and suggestions.


    Mead

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    • #17
      Someone already said this, but I'm gonna restate it in a slightly different way. Roads WILL help you to progress faster in the game. If you progress faster than your opponent, you will be the one doing the attacking. If you insist on not building roads your going to end up creating a self-fulfilling prophecy. You will be behind and you will get attacked.

      Flubber said it perfectly, not building roads represents a basic misunderstanding of fundamental gameplay.
      "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

      Comment


      • #18
        Additionally, a late midgame to late game gorund attack (rare as it is with human oppoments) will likely be made with hovertanks, not speeders. Your lack of roads will not slow the attacker at all in that case.

        Comment


        • #19
          I'm sure the enemy will also be smart enough to notice if you have roads or not and if you don't he will sabotage that aerospace complex with a probe after he's cleared your base, thus allowing the unit to be dropped closer and your base still gets taken.

          Also I tend to use drop rovers for the sheer fact i can take a few bases after dropping, if theres nothing to kill or counter attack you theres no real need for a tough infantry.
          Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

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          • #20
            You know to stop your complete paranoia of losing to a first strike situation you could always just infiltrate your enemy, demand he keeps units away from the front line and you do the same, if he mvoes up then you've got a turn or 2 (about as much as no roads) to get your choppers ready to attack/counter whatever happens.
            Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

            Comment


            • #21
              roads

              i am disgusted with this thread
              i do NOT build supply **** and i do NOT build roads and i am the BEST player
              how do you explain that??
              extreme luck in 250+ MP games??
              hahahaha

              blockhead

              Comment


              • #22
                At the risk of repeating what others have said:

                Roads help you develop more quickly.

                You thus have more money, more units, and better units than if you did not have roads.

                Thus, in the end you are the one attacking, not someone else.

                Thus preparing for an "inevitable assault" is unnecessary. If one does come, you will be using your road network on BETTER terms than your opponent, not equal, because the parameters of his force are more or less set (except for, in an MP game, on-the-fly upgrades), while you can react with complete flexibility.

                Roads help win the game, definitely in SP, and probably in MP (though I've never played MP).

                USC
                "'Lingua franca' je latinsky vyraz s vyznamem "jazyk francouzsky", ktery dnes vetsinou odkazuje na anglictinu," rekl cesky.

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                • #23
                  Mead

                  If you are playing against the AI only and they are attacking you in the chopper era, that says loads about your strategy of no roads. Try using roads to speed your development so that you are ahead of the AI and their attacks are not possible.

                  My attitude against the AI in the chopper era is very simply "strike first"- My interior bases often have only police scouts for the simple reason that they are unreachable. Roads equals faster development and a bigger empire

                  If your fear of your own roads come because the AI is emptying your INTERIOR bases with its airpower, the roads are not your problem, its the fact you are so far behind militarily that this is even possible. Why the heck do you permit the AI to build up choppers and drop units within 8 squares of your empire ? As soon as I see this I start emptying THEIR bases.

                  Re rivers-- never felt the need to state the obvious-- I love rivers for the energy plus -- In fact I often build them in dry areas by drilling to aquifer

                  You treat roads as static but they are not. Of course I don't run a road into my enemies empire if they can use it but I will build one if I can patrol it with choppers. If an enemy tries to use a road into me , its a very simple matter to send out a scout to cut the road-- instant kill zone-- If you don't see the attack coming in time to do this . .. your proble is lack of infiltration/patrolling

                  It is so easy to destroy a road if you feel the need . . Also, if your enemy has the ability to come at you from multiple directions, I must say again that the roads are not your problem ... the fact that you are getting crushed is . . .

                  mead,

                  Your long post indicates that you have a pretty good awareness of some of the game mechanics but not using roads ( other than as a self-imposed game handicap) is, quite simply, a grievous error .

                  Ask yourself this . . . can you defeat the AI on transcend level easily and repeatedly such that the only way you could ever possibly lose to the AI is by imposing harsh restrictions or handicaps on yourself . . . Most of the people that have responded are of that caliber
                  You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                  Comment


                  • #24
                    Re: roads

                    Originally posted by blockhead
                    i am disgusted with this thread
                    i do NOT build supply **** and i do NOT build roads and i am the BEST player
                    how do you explain that??
                    extreme luck in 250+ MP games??
                    hahahaha

                    blockhead


                    Let us all bow down before you whom-we-have-never-heard-of
                    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                    Comment


                    • #25
                      Re: Re: roads

                      Originally posted by Flubber




                      Let us all bow down before you whom-we-have-never-heard-of
                      DO YOU PLAY ONLINE ??

                      i am sure you do not (if you were playing online, you would have known me very well), so shut up !!

                      pbem and single has nothing to do with real multiplaying (=real gaming)

                      blockhead

                      Comment


                      • #26
                        Ummm, how long would we say it takes to play the average PBEM game? 6-24 months perhaps? Lets take a nice minimum of 6 months. And let's assume that it's not humanly possible to play more than 20 at a time (which isn't humanly possible for me, but he is the BEST player, so let's cut him some slack ) In this way it would only take six and a quarter years at the constant rate to get the 250 games played... and SMAC hasn't even been available that long.

                        Of course every BEST player avoids those mineral wasting supply crawlers, and every BEST player naturally has seen the advantage in moving colony pods into place at 1/3 of the speed.

                        /me wonders why he/she's called "blockhead" *

                        Sorry about that, but some people....

                        -Jam
                        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                        Taht 'ventisular link be woo to clyck.

                        Comment


                        • #27
                          Ah, posted at the same time....

                          I didn't realise that PBEM wasn't multiplayer

                          -Jam
                          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                          Taht 'ventisular link be woo to clyck.

                          Comment


                          • #28
                            Originally posted by Jamski
                            Ummm, how long would we say it takes to play the average PBEM game? 6-24 months perhaps? Lets take a nice minimum of 6 months. And let's assume that it's not humanly possible to play more than 20 at a time (which isn't humanly possible for me, but he is the BEST player, so let's cut him some slack ) In this way it would only take six and a quarter years at the constant rate to get the 250 games played... and SMAC hasn't even been available that long.

                            Of course every BEST player avoids those mineral wasting supply crawlers, and every BEST player naturally has seen the advantage in moving colony pods into place at 1/3 of the speed.

                            * Jamski wonders why he/she's called "blockhead" *

                            Sorry about that, but some people....

                            -Jam
                            yes, ppl in this forums are idiots
                            i said MP, NO PBEM !
                            1-2 games/1-2days and playing for 2 years (700 days) = min. 350 games possible

                            moving pods at 1/3 speed? you build all pods at hq and make roads to new base position? i build pods near borders and use formers to improve already build cities, which is surely more efficient..

                            blockhead

                            Comment


                            • #29
                              Bloody blowhard!

                              Comment


                              • #30
                                2 games a DAY ??!! What are these, small map arenafests ?? They must be on small maps or tiny maps

                                To me, online and PBEM are equally good tests of playing skill although PBEM is better in that it allows reflection on strategy moves and better diplomacy negotiations.

                                But Blockhead when someone totally unknown comes into an experienced group of players and

                                1. espouses totally unsound play-- no crawlers and not using any roads
                                2. claims to be the "Best player"

                                Expect a little resistance--

                                Tell you what . . . If you are the best player, we could probably line up a few folks to show you what good play means. Perhaps a comparison SP game where you can use your no crawler strat or a PBEM . . I wonder if one of our stronger players could be bothered to demonstrate the fallacies of your no-crawler strategy.

                                The best player I have ever played is a guy named " buster" over at CGN. As far as I am concerned, until you show something against some established players, you are just talk.

                                A lousy player is still a lousy player no matter how many games you win if you only play other lousy players. For you to proclaim your superiority without testing yourself in this playing community is just plain arrogant.
                                You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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