Alpha Centauri Forums
  The Game
  Air units too powerful

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   Air units too powerful
Bingmann posted 05-03-99 11:16 AM ET   Click Here to See the Profile for Bingmann   Click Here to Email Bingmann  
It seems to me that air units are too powerful. Some people say that choppers are especially bad, but I wouldn't know since my games are over before they arrive. Needlejets allow me to sweep the world in a conquest victory about 30-40 turns after getting Doctrine: Air Power.

My suggestion is that air units should attack infantry units as artillery. They can still eat vehicles for lunch. This seems more realistic and prevents air power from being a steamroller. (Unfortunately, normal formers and supply crawlers look like vehicles even though they use the "infantry" chassis. This could get confusing.)

Any thoughts?

HMFIC posted 05-03-99 11:21 AM ET     Click Here to See the Profile for HMFIC  Click Here to Email HMFIC     
What level do you play at?
What world size?
Give yourself some difficulty and see how powerful your needle jets are.
Try a world size of 200x200 which will make your needlejets not worth a crap.
LoD posted 05-03-99 11:41 AM ET     Click Here to See the Profile for LoD  Click Here to Email LoD     
Hmmm... air units not able to exterminate infantry... Napalm anyone?
Actually, your needlejets would get defeated by a good armored AAA garrison behind perimeter defense - on dificulties higher than Talent/Librarian of course...
LoD
Jimmy posted 05-03-99 12:23 PM ET     Click Here to See the Profile for Jimmy  Click Here to Email Jimmy     
If your enemy has not built AAA units or SAM units, of course you will steam roll over them. If the enemy has built the right units, air power is not too strong.
licha posted 05-03-99 01:12 PM ET     Click Here to See the Profile for licha  Click Here to Email licha     
Question for anyone:

Do Perimeter Defense and Tach Field help against air and sea units? I'm wondering because I remember in Civ2 where City Walls only help against land units (you had to build other things for sea/air defense).

Thue posted 05-03-99 01:19 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
I also win 40 years after getting air power - on the highest difficulty and huge map.

---------------
-Perimeter defence only help against ground units
-Tach Field help against all (or so I've heard; I haven't had a game that lasted this long because I've got air power long before )
-naval yard help against sea units and airospace complex help aganist air units

Xerxes314 posted 05-03-99 03:26 PM ET     Click Here to See the Profile for Xerxes314  Click Here to Email Xerxes314     
Remember that the only reason you can steamroll over the opposition is because they don't have Air Power. Isn't it nice being the University? Try playing a low-tech faction where somebody else gets Air Power first and you'll get more of a challenge.
trippin daily posted 05-03-99 03:48 PM ET     Click Here to See the Profile for trippin daily  Click Here to Email trippin daily     
Yeah, I agree with Xerxes. Try playing Miriam on thinker or on transcend with a builder strategy. That is fun. If you like getting mauled that is. You really learn how to play the diplomat and turn other factions against each other. Air power is that big of an advantage... Well I messed with the alpha.txt a good bit... so I don't make an all out attempt to air power and chaos gun. That fixed that problem for me. It also made the game a hell of a lot more challenging. Like now i feel like im playing on transcend when im paying on thinker (except that there are no probe teams from hell). Air power isn't bad if you tweak the alpha.txt a little bit. But as it is in the game without mods to other facets of the game. Air power first can and generally does when the game for me.

Trippin Daily
-loves ****ing with the alpha.txt-

Glak posted 05-03-99 04:26 PM ET     Click Here to See the Profile for Glak  Click Here to Email Glak     
I haven't gotten to air power in a multiplayer game yet, if anyone has what was it like? Maybe someone gets air power, shares it with an ally or two and they just clean up? Hmm.. doesn't sound fun.
megaloB posted 05-04-99 12:54 AM ET     Click Here to See the Profile for megaloB  Click Here to Email megaloB     
in my opinion, air power and stuff is too weak. if only the hyper gravitron units went airborne and were loaded with conventinal missles. the best bet is to by sea with transports and stuff and move in from the coast.

Locusts of chiron are better than every air power unit combined. Fear planet.

Bingmann posted 05-04-99 09:15 AM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
I play Transcend on standard size map. (I can't bring myself to play on a larger map - too much stuff to manage as it is.)

One game I was playing the Hive and got needlejets first (and nobody else ever got them). The University and Gaians made some AAA plasma garrison, but that only made them about even with my missle needlejets, and they didn't have much time to make too many since I blitzed them so fast - maybe one, sometimes two, per base. The only real difficulty was having rovers keep up with the air assault to occupy the empty enemy bases.

In my current game, I'm playing Morgan, and the Hive got air power first (coincidence?). They made four bombers (and no more), and then I got air power. They had half of Planet, now they have only a handful of bases. They did make some aerospace complexes which then made ECM silksteel garrisons an even match for my chaos bombers, but again, it takes time for them to make new stuff, so they only had a chance to make a few aerospace complexes before my blitz overran them. For some reason they haven't made AAA garrisons or interceptors.

Strong armor + AAA ability + Aerospace Complex makes it tough for an air assault. However, an air rush at the first opportunity usually means that the enemy won't have more than a few aerospace complexes and maybe two AAA garrison units per base at most. Sensors can help with defense, too, but I always bomb them first. The mobility of needlejets means the defender won't know which bases will be targeted at any given time, so the defender can't concentrate its forces. Another thing I do is if I see a base is about done making an aerospace complex, I bomb it, and it changes production to a garrison unit.

Of course, interceptors are the best defense against air power. The AI should be cranking these out when faced with a air aggressor.

In short, if another player has Doctrine: Air Power, you need to also have it or you are crippled militarily. Probably, once everyone has air power and has had time to build new units and make adjustments, then air power isn't such a big deal. However, my games never get to that point since an early air rush is unstoppable.

Greyhawk posted 05-04-99 05:27 PM ET     Click Here to See the Profile for Greyhawk  Click Here to Email Greyhawk     
Air units too powerful? Nah. AAA and Aerospace Complexex (+100 vs air) will put a stop to that. SAM choppers are good as a defence but their range is limited, I like to have a ratio of about 1 to 4 of SAM units vs Penetrator units, have a few SAM units in front line bases and any enemy attacks get intercepted by the SAM units before they can get to your base. Always have AAA garrisons, especially in front line bases.

I've never tried early Air Assaults though as I almost always play on a huge map

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.