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  An alternative strategy (that ends up being easy!)
Posted by: Forty In Red - 12-16-2017, 05:41 PM - No Replies

The hallmark of an excellent game is that you can play it from start to finish several times, and find enjoyment, and new ways to win, each time. The game shouldn't be so easy that you beat it quickly, but not so hard that you discard it in frustration. As with Bug Byte's other games, Sector Siege is no exception.

For background, I've been playing Bug Byte games since they first came out, so I only play on Legend, although this strategy will work at any level.

The fundamental idea is to allow the AI to build ships for you, strategically capturing the highest value ships. I don't have a fancy name, but the mantra is "marines are better than you think, no really."

Winning with this strategy requires a few things:

  1. A mindest shift - you are no longer going to build warships. Rather, you are going to build marine ferries.
  2. Unlocking the Marine Clone ship
  3. Patience
A "nice to have" is unlocking the Nuke track, primarily for the Engine Manipulator and Turret Manipulator, which are two of the most powerful tools available in this game. 

The Rampart and Bastion states are also nice to have, because they can take a lot of fire before dying, which is very helpful in the early game.

Crew Selection
Marines are key to this strategy, although you'll only actually need about 5 ships to pull it off. After you get a sizeable Marine complement, next focus on Science. It's counter-intuitive, but you won't end up needing pilots.

Early Game
Strategy
Early game, your goal is just to survive and build your fleet. You are playing a protracted rear guard action. You leave this stage of the game once you purchase the "Marine Clone".

Keep your ships alive, avoiding conflict with enemies you cannot easily defeat. This is where the Turret and Engine Manipulators are clutch - they allow you to escape conflicts you cannot win.

Your objective should be to keep your ships alive, and save enough money to build the "Marine Clone".

Fleet Composition
Focus on building carrier ships with at least two turret slots, and at least one hangar bay. The "Afterthought" and "Invader" both work well, with my slight preference being the "invader" due to it's lower speed and higher marine complement. You'll want four of these. We'll think of these as our "Marine Ferries".

Layout:
4 x Laser PD (make sure to upgrade these first, prioritized above everything else)
1 x Rocket
1 x Turret Manipulator or Engine Manipulator

At the end, you should have 2 ships with an Engine Manipulator and 2 ships with a Turret Manipulator. All four should have a rocket launcher, because you can't completely avoid conflict at this stage of the game. 



Research
Focus on Marine Tactics 1, then immediately go for Marine Tactics 2. It thoroughly sucks to have a random event drop an enemy marine boarding party which proceeds to steal your soon-to-be marine transports. If this happens, you can build a boarding shuttle on your battlestation, taking advantage of the fact that:
  1. The AI will eventually make a bee line there
  2. It has a lot of marines to expend, more than any other ship I've come across. 
Stations
Begin by building stations that have hangars. As a rule, do not build fighters on your ships. Rather, build them on your station and battle station. Make sure to set your fighters to aggressive. Doing so will allow them to engage enemy units as soon as they wander into your detection range. 

Once again, focus on lasers for PD, exclusively. For the money, I've found it to be superior to every other PD weapon. 

For turrets, make sure that each station has at least one Turret Manipulator and one Engine Manipulator. 

Mid Game
Strategy
As soon as you get the "Marine Clone" you can start to shift to a more offensive footing. Put a marine boarding craft on each of your four ships, and keep them in close proximity to the Marine Clone. 

The AI will come to you. Remember this. Internalize it. Build your stations and position your ships to encourage the enemy to come right to you. 

When inevitably the AI sends an attack wave, pick your targets wisely and prioritize enemy carrier units. When you find a good target, enable cease fire mode, and let the combined fire from your warships and stations destroy everything other than the ship you want. Once your target is all that's left, your units will continue to bombard it with Engine and Turret Manipulators, keeping it stationary and toothless, opening the door for your marines. Send all of your available marines to capture it. Initially, you'll likely need 2 or even 3 marine shuttles to capture most big ships. Later on, you can get by with 2 per target. 

Once you capture the enemy carrier, move it away from the front line, and do not forget to set their fighters on aggressive. Once it is repaired (even with cease fire it will take some damage), move it back up to the front line. It is now expendable in a way that your Marine Ferries and Marine Clone are not.

Repeat. 

If you do this strategy well, you will not be able to tech to Hull Repair Drones before you max out your hangars, so plan on doing field repairs. Don't worry, you will also quickly hit your ship limit, so you'll have lots of extra cash.

You must not lose the Marine Clone for any reason. You should focus on keeping your Marine Ferries alive as your second-highest priority.

If you lose either of these, you may have to scuttle captured ships, and maybe sell hangars, so that you can get back down below your unit cap and hangar cap, which will degrade from your overall fleet effectiveness. 

Fleet Composition
At this point you should at least have:
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser
1 marine clone with a turret & engine manipulator, and 4 x PD laser

Note - enabling the squad buttons really helps with this strategy. I group all captured ships into group 1, my marine ferries into group 2, and my marine clone into group 3. 

Research
You must have Marine Tactics 1 & 2, plus Engine and Turret Manipulators. Add some level 1 Range, Hull, Shield, and Refinery Mechanics. Then max out Marine Tactics. 

Stations
Once you have maxed out the number of available hangars, start building "gun-only" stations at key points around the map. Try to hit your unit cap.

Late Game
Strategy
Once you have Marine Tactics 3, you're pretty much set. When it comes to marines, quality almost always trumps quantity. You can have half as many marines, but with better tech, win easily against almost any enemy unit save for their battlestation.

Tighten the noose. Make sure you keep your Marine Ferries and Marine Clone behind a wall of stations and captured enemy units. 

The enemy sends units in, you pick the one(s) you want, and enable cease fire. Destroy their escorts, capture the ones you want. With Marine Tactics 4, you can pretty easily capture two ships at once. 

You should control 2/3s of the map at this point.

Once you're done having fun, send your captured units in first toward the enemy mother ship. Follow at a safe distance with your Marine Ferries and Marine Clone, capturing enemy stations and ships as desired. My advice is to go one capture point at a time, doing field repairs and capturing enemy stations if possible. 

Fleet Composition
At this point you should at least have:
A sizable complement of enemy carrier units, with their fighters set to aggressive
A sizable complement of enemy warships, with all of their PD weapons swapped out for lasers, and some of their weapons replaced with a Turret/Engine Manipulator
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser
1 marine clone with a turret & engine manipulator, and 4 x PD laser


Research
You must have marine tactics 4 at a minimum, plus everything else mentioned above. 

Stations
You'll pretty quickly hit the unit cap on ships, fighters, and stations, so building new stations won't be an option. Going forward, every station you get will be one you capture. 

Gotchas:
This strategy takes patience. You may lose a few games in the early game while you're preparing your Marine Ferries and researching the techs you need. 

Watch out for enemy nukes. This strategy applies more broadly, but when playing Trolgars, take care to space your fleet out. Getting hit with a quick salvo of 3 or 4 nukes, which is not uncommon on Legend, will annihilate your Marine Ferries.

Continue reading..

  DevBlog #16 - Christmas greetings! New screenshots and footage 2.
Posted by: AdmiralGeezer - 12-13-2017, 03:18 PM - Replies (27)

[Image: R3I0xdQ.jpg]

Merry Christmas from us here at Bugbyte!

Feel free to zoom in on screenshots if on small screen.

While Santa has been preparing for Christmas we have been churning away on Space Haven. Things are coming together, we are able to put more pieces together and start to experience the package as a game. There are still ways to go though, a lot of challenges have come up along the way but we are confident that we can overcome. I'm excited to show you the newest material of the game, I think the game is looking more gorgeous than ever but will leave it up to you to decide for yourself!

Above is a ship designed for mining, a mining ship! 4 mining pods are able to launch from the pod hangars and go mine for resources.

[Image: iwXnNcy.jpg]

Two crew members put on their space suits and use jet packs to go claim a couple of mining pods left out in space. These should be useful for times to come!

[Image: q7eGTox.jpg]

Team leader having a last debrief for the boarding party. We have encountered an unknown space ship and they are not responding to our hailing. Perhaps the ship is abandoned, could also be a trap!

[Image: aBcCeCt.jpg]

No life forms on this ship. However, we found some very valuable resources in the central storage, we will grab them and leave.

[Image: oSjbHqN.jpg]

Life aboard a ship. There are plenty of tasks to take care of, keeping the crew members busy. Life is not bad right now, but we never know what tomorrow might bring. We need to be prepared.

Short video clips of game play below!


Designing my very own space ship!


Let's power up this ship and put the lights back on! It's so dark in here. Don't mind the hangar hole in the ship, the hangar graphic was not yet completed Smile


Mining pods launch off to go mine for valuable resources.


Mining pods return from their mission. Everybody chimes in and helps load off the pods.


Time to leave this sector and jump into hyper space.


Sign up for alpha/beta testing of this game when that day comes below:






OR:

Continue reading..

  Oooh, tasty new stuff!
Posted by: joe1512 - 12-06-2017, 05:33 PM - Replies (4)

In .41 we have a new tech tree.    Lets analyze it and see how it goes...

First of all this is a fairly pricey tree, same as the Energy Weapons one.

Rocket PD - What an oddball weapon!  Unguided rockets against enemy fighters, missiles?  WTF? :-)
So it has 350 range vs 400 PD laser.   Max damage of 12 per rocket at 1.6 fire rate when fully upgraded.
That is a hull damage of 7.5 DPS  which is slightly better than the PD laser and worse than the 11 from the PD projectile.    Surprisingly good projectile speed and the fatter projectile has a better chance of hitting fighters.
The main thing is that it PENETRATES SHIELDS just like other missiles/rockets.    That makes this weapon a natural for missile strategies.
I really like this addition as it fills a specific niche and isn't bad for general purpose.   It is surprisingly good early game for taking out big targets like warpstations.



Ion Plasma cannon - Fairly generic 700 range weapon with solid upgrades.  Harder to get than Orb but superior.  Biased a bit towards hull damage as opposed to orb's shield bias.   Would have liked to see the higher burst with the slowdown effect of the harbinger ion cannons (tho less strong) to differentiate it.
DPS vs shields: 8.8.    Hull:  12.       Orb has 14.5/9 by way of comparison.


Mega Plasma - Kind of miss the giant ball of death, long reload, big impact with some splash of harbinger.   This one is a rather generic 700 range(?) with no splash.    Huge 43 DPS vs shields.      Rather weak  7 vs hull.      Megalaser is 50/12 by comparison and 1 tier up.
It is ok, but doesn't feel all that satisfying.   It is quite good in that it can take down an enemy's shield entirely with the first volley, making hull-biased weapons a lot stronger.

Death Ray - Somehow lacks the coolness factor of harbinger.  Probably since cooldown is so fast that it feels like another laser.  And same ole range.
Another 700 range weapon.   This one is hull biased but still quite good as a general purpose gun.
Very accurate obviously.   Surprisingly good 4.5 second cooldown when maxed.
DPS of 11 vs shields, 32 vs hull.      This makes it the best hull damage weapon in the game!   Even the amazingly good photon torps only do 19.5 hull (but 40 shield).
Obvious combo with Mega Plasma, tho they both have the same range and this is a laser so it will hit and be wasted before the plasma hits.
Great with Plama Eclipse (800 range), but that is not really feasible due to their tech tree positions.
Still, a great weapon.



Bottom line:  Always good to have more content.  Havent checked other changes yet.  New guns are decent and pretty well balanced, but don't bring much new to the game being kind of generic.   Rocket PD is the exception.  Low enough to be easily grabbed with missiles, good niche usage.  Interesting dynamic. I do also like Death Ray as an ultimate weapon. Much nicer than MegaLaser.

Continue reading..

  BSE Harvester base
Posted by: Pigeonholed - 12-05-2017, 11:04 PM - Replies (2)

Hi, I'm a mobile player,

I just unlocked the additional space station BSE Harvester, and after comparing it to the BSE Avalon, it turns out it's inferior in every which way and has no additional bonuses that I've seen to offset the higher production costs.

To rattle off the stats: (midgame so not quite default)

BSE Avallon:
Hull:1540
Shield: 700
Turrets: 3
Hangars:0
Point Defense: 2
Marines: 80
Vision:5
Speed:0
Cost: 1600

The Harvesterstation:
Hull:1320
Shield: 600
Turrets:2
Hangars:0
Point Defense: 2
Marines:67
Vision:5
Speed:0
Cost:2000

The Harvester station also cost 260 to unlock to the Avallon's 200.    Now,  I'm guessing that this base is supposed to increase passive income,  but as I mentioned earlier,  there is no help tip describing the function of the station if that's the case nor have I seen an increase in my income/second numbers.

So is this a bug,  or does the station need to be buffed a bit to reflect it's higher base costs?   Otherwise,  kudos for the work...it's quite a challenge to beat some of these missions.

Cheers,

Pigeon

Continue reading..

  BSE Firstcontact?
Posted by: seether166 - 11-22-2017, 12:10 PM - Replies (4)

Okay, I searched this forum for "firstcontact" and found nothing...

What does this station do that's special?  I was kind of curious about that before I spent my hard-earned unlock points on it ;-)

Thanks for continuing to bring updates to the game so soon after launch!

Continue reading..

  Ship number
Posted by: Swiftyhorn - 11-20-2017, 04:18 PM - Replies (1)

Hi, is there any chance you could increase the number of ship to 5 please? Love the game, but 3 ships feels too little, especially when trying to protect carriers and low hull ships, since missiles bypass shields and there’s no way to increase hull.
Also would it be possible to add a blue point defence to increase hull, like the energy shield one, and a red turret that is also equivalent to the big energy shield boost.

Thank you for reading this.

Continue reading..

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