Topic: Socky's campaign guide VERY LONG  (Read 35004 times)

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762_XC

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Re: Socky's campaign guide VERY LONG
« Reply #60 on: July 15, 2004, 11:32:28 am »
I can think of several reasons why multi-ship fleets would be problematic.

First, with the disengagement rule, it FORCES you to fly them. Not everyone likes to.

Second, it increases lag and decreases connection reliability. More bad loads and bugged missions? No freaking thanks.  :thumbsdown:

Third, it benefits different races unequally, as fleet control works much better for some races than others.

Just say NOES to multi ship fleets!

Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #61 on: July 15, 2004, 11:42:32 am »

15) VCs per round (say a week or every two weeks) should be something that particular races can actually "ACHIEVE".  If a race is being toasted then they should be given a "LIFT" and given for the next round more attainable VC conditions.  I for one am not a fan of peeing in the wind, its boring, frustrating and a major morale killer.

I agree with most of what you are propsing, this point diffinately rings true.  but doesn't it conflict with the concept of stic VCs?
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Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #62 on: July 15, 2004, 11:50:14 am »

I too think the disengagement rule is a must. At first your idea of allowing vannilla ships return from a kill faster was appealing, but the issue it might pose is that some races vannilla ships can run missions many times faster than others vannilla ships, which creates a situation identical to simply reducing the Killed (in any ship) penalty to 10 minutes as far as racial balance is concerned.

You may be right, maybe 20-30 minutes instead of 10?  i really would like to see some more incentive to fly line ships since workable and user-friendly OOB is still in the womb.  The SGODev list gives non-varient hulls 5 more spare parts, that may be enough.
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Offline Gook

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Re: Socky's campaign guide VERY LONG
« Reply #63 on: July 15, 2004, 11:52:14 am »
More good stuff guys keep it coming.

My tuppence on fleets, allow them but they must be commanded by a command ship of at least equal hull size, and say you have to be Captain rank to do so. I am not a fan of multiple CV or PFT fleets but if some one really wants one, let them have it, then 2 players gang up on him, replacing all that lost PP especially if they were bigger CVs would cost a fortune, also just running the damn things cost a lot.

Deep striking Having a LOS to flip completely defeats the object of the DS, and you effectively end up with no DS apart from nussiance value. Allow DS anywhere, but if caught have either the disengagement rule OR the fight to the death rule but not both. DSing a planet is not easy, and grabbing supplies and repairs from AI ships before you detonate them is the only way to keep going after around 6 or so missions (in a droner anyhow) and in a droner you only have 4 shots so using them on AI is usually means it won't work. To DS a planet or base with no supply in a droner you really need 3 guys working in concert. If you add in multiship missions succesful DSing will be VERY tricky on anything other than plain hexes. The point about having DSers is you do not have a secure flank and those on the server have to keep watching news or potentially lose something big.

Those that doubt Socks words with regard to what you have to kill, it doesn't matter whether you flip a hundred hexes once or one hex a hundred times you still have to flip, so whether you are fighting PvP over 6 hexes or taking great swathes of space, it still boils down to flipping.

Removing LOS to flip does not make the campaign less strategic, removing the ability to inderdict does.



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Offline TotensBurntCorpse

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Re: Socky's campaign guide VERY LONG
« Reply #64 on: July 15, 2004, 11:58:44 am »

15) VCs per round (say a week or every two weeks) should be something that particular races can actually "ACHIEVE".  If a race is being toasted then they should be given a "LIFT" and given for the next round more attainable VC conditions.  I for one am not a fan of peeing in the wind, its boring, frustrating and a major morale killer.

I agree with most of what you are propsing, this point diffinately rings true.  but doesn't it conflict with the concept of stic VCs?


No here DH I mean why not make the private secret VCs something that this particular race can achieve and is adjusted to keep the players engaged. such as instead of taking two planets for a VC condition it is reduced to ring the planets with hexes to "blockade" the planet.  the VC payout is the same but it becomes a VC that the race can achieve instead of sitting back and feeling overwealmed

Offline Kroma BaSyl

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Re: Socky's campaign guide VERY LONG
« Reply #65 on: July 15, 2004, 12:18:33 pm »

Deep striking Having a LOS to flip completely defeats the object of the DS, and you effectively end up with no DS apart from nussiance value. Allow DS anywhere, but if caught have either the disengagement rule OR the fight to the death rule but not both.


Well it does still allow you to soften hexes and if SBs or BATs are destroyable, it allows for that as well. I would dump the fight to the death rule but keep the disengagement and at least a LOS rule for flipping Planets/Bases (if not destructable), while possibly allowing the flipping of empty hexes.
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Offline TotensBurntCorpse

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Re: Socky's campaign guide VERY LONG
« Reply #66 on: July 15, 2004, 12:25:03 pm »
My tuppence on fleets, allow them but they must be commanded by a command ship of at least equal hull size, and say you have to be Captain rank to do so. I am not a fan of multiple CV or PFT fleets but if some one really wants one, let them have it, then 2 players gang up on him, replacing all that lost PP especially if they were bigger CVs would cost a fortune, also just running the damn things cost a lot.

Deep striking Having a LOS to flip completely defeats the object of the DS, and you effectively end up with no DS apart from nussiance value. Allow DS anywhere, but if caught have either the disengagement rule OR the fight to the death rule but not both. DSing a planet is not easy, and grabbing supplies and repairs from AI ships before you detonate them is the only way to keep going after around 6 or so missions (in a droner anyhow) and in a droner you only have 4 shots so using them on AI is usually means it won't work. To DS a planet or base with no supply in a droner you really need 3 guys working in concert. If you add in multiship missions succesful DSing will be VERY tricky on anything other than plain hexes. The point about having DSers is you do not have a secure flank and those on the server have to keep watching news or potentially lose something big.

Those that doubt Socks words with regard to what you have to kill, it doesn't matter whether you flip a hundred hexes once or one hex a hundred times you still have to flip, so whether you are fighting PvP over 6 hexes or taking great swathes of space, it still boils down to flipping.

Removing LOS to flip does not make the campaign less strategic, removing the ability to inderdict does.

2 ship fleets max, one ship must be vanilla, command ship must be one size bigger than the 2nd, one carrier per fleet (as listed as a CV/PFT) - else u have dozens of mindless phaser G's or Plazma F's chasing you about, and call that fun

Being a vetran DSer, I am a fan of LOS to flip.  Much can be done deepstriking without flipping hexes, such as scouting, base busting, assasinations, softening up targets, and ambushes.  On bigger maps watching the news then the map can become a full time chore, I am here to play, I will read the news offline.  So NO LOS does NOT COMPLETELY invalidate the use of deepstriking, only flipping hexes.  I find it conceptually idiotic that one ship behind the lines should be able to flip control of enemy space.  To me if your caught behind the lines a given distance (eg 2 hex move in any direction to get to neutral or friendly space) then your SOL and must fight to the death, think of it as fuel conservation for operating so far from supply.

I have DS planets and bases myself in droners, CV's CA's u name it, it really comes down to determination (ahh the good old battlestar miraktica)

So which is it?  DS is hard to do or easy?  Watching the news to see you lose something big doesnt ring true because with limited replacement parts and mandatory missions in enemy space DSing can be come suicidal.  Why flip if you cannot DV build?

Who said anything about removing the ablility to interdict operations, hell if that goes I go!  Why play the game if I am not allowed to actually attack something?????

IMHO removing LOS or some form there of DOES make the game less strategic, as the last time I checked it actually took some coordination between hex munching, PvP fighting and base/planet flipping to make a LOS in the first place.  Is this not STRATIGIC in the normal sense of the word.

HOWEVER, interdiction is IMHO PvP battles, which in the end is TACTICAL level combat.  SFC is a great TACTICAL game, D2/3 needs help to be a great STRATEGIC game.  Dont confuse the two.

Offline Gook

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Re: Socky's campaign guide VERY LONG
« Reply #67 on: July 15, 2004, 12:28:11 pm »

15) VCs per round (say a week or every two weeks) should be something that particular races can actually "ACHIEVE".  If a race is being toasted then they should be given a "LIFT" and given for the next round more attainable VC conditions.  I for one am not a fan of peeing in the wind, its boring, frustrating and a major morale killer.

I agree with most of what you are propsing, this point diffinately rings true.  but doesn't it conflict with the concept of stic VCs?


No here DH I mean why not make the private secret VCs something that this particular race can achieve and is adjusted to keep the players engaged. such as instead of taking two planets for a VC condition it is reduced to ring the planets with hexes to "blockade" the planet.  the VC payout is the same but it becomes a VC that the race can achieve instead of sitting back and feeling overwealmed

This is a very important point Toten, keeping the players interested by adjusting the VCs of a race, in secret, to what the player base for that race will realistically allow/be achievable. First class point.

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Offline Lepton

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Re: Socky's campaign guide VERY LONG
« Reply #68 on: July 15, 2004, 01:11:33 pm »
Let me ask you something.  Where are these deepstrikers getting their supplies from??  If I were a Kzin who decided to go deepstrike Lyra for instance, don't you think I might use up my drones getting there?  But, I don't think that actually happens in the game, because SFC gives you a default outload of drones even if you go down to zero in-game in the previous mission.  The idea of an LOS is exactly that, a line of supply, one that is necessary to replenish expendables and remain within good communication with headquarters, so to speak.

By your reasoning, Gook, the vast space that makes up a hex on a D2 map could not possibly be swayed in terms of ownership by some modest squad-sized battles.  The fact that the map is hexed at all suggests that the area is bounded in some sense whether or not that seems reasonable. It's the logic of a hex-based map.  That the hex, this vast space of parsecs and parsecs,  may be owned suggests that it is controllable in some sense and that ownership of that hex means something more than having fought a few squad-sized battles in it since one derives defensive and economic benefits from ownership, essentially an infrastructure.

Instead on 5 or 10 DV hexes on these "secured" flanks that you suppose exist with an LOS rule on a server, imagine 100 dv hexes, ten miliion dv hexes.  A 100 dv hex to me means just that, a hex that is very well defended and has an infrastructure for its defense.  How could one deepstrike passed a 100 dv hex?  There should be bases and capital ship all over that hex to represent a 100 dv value.  Those hex dvs mean something.  There aren't just numbers to make go up and down.  To me, a dv means there are forces there and a defense infrastructure that will be sufficient to defend the hex. That's why you get mandatory missions in enemy space.  There are defenses there to meet you and will not allow you to pass.  Otherwise, why is it called a defense value?  So to move on the map, one must defeat the defenses that are in each hex.  They can't just be bypassed.  Otherwise, what do these numbers really mean?

To me, deepstriking is non-sensical on such a map with a system of defense values on it and no flank is secure if you can merely make an LOS to it.


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Offline Kroma BaSyl

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Re: Socky's campaign guide VERY LONG
« Reply #69 on: July 15, 2004, 01:15:22 pm »
I liked the idea I saw a while ago that would allow the fast battle cruisers to be either exempted from the deepstrike rule or simply being the only ones allowed to deep strike.
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Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #70 on: July 15, 2004, 01:45:38 pm »
I liked the idea I saw a while ago that would allow the fast battle cruisers to be either exempted from the deepstrike rule or simply being the only ones allowed to deep strike.

ONLY if controlled via OOB, in F&E they were very rare and as expensive as a BCH.  Fast Cruisers have too much values as PvP boats to be given any other benefits.

Now cloaked ships on the other hand . . .
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Offline Kroma BaSyl

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Re: Socky's campaign guide VERY LONG
« Reply #71 on: July 15, 2004, 01:47:49 pm »
I liked the idea I saw a while ago that would allow the fast battle cruisers to be either exempted from the deepstrike rule or simply being the only ones allowed to deep strike.

ONLY if controlled via OOB, in F&E they were very rare and as exspensive as a BCH.  Fast Cruisers have too much values as PvP boats to be given any other benefits.


makes sense, designated deepstrikers.
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Offline Gook

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Re: Socky's campaign guide VERY LONG
« Reply #72 on: July 15, 2004, 01:50:16 pm »
Leppy,

Most of space is EMPTY, no line of forts ina continous line marching like pylons across parsecs of space.

Supplies well in game you can steal supplies from AI ships (spare parts), if you have finite drones well you have to be careful with them.

Food, isn't that what the replicators do?

I'm no scientist on dilithium engineering, but evreything I have played or read suggest that refuelling a warp driven starship doesn't happen very often, a bit like a Nuke sub but better.

Toten

As for taking a planet with one ship or whatever it depends what is in the Hex, if there are no ships, bases, or  planets then its easy. Think of the DV value as a unit of combat currency, we can't represent all the minutae of the hexes defences so its represented by a value. Think 19th century Gunboat diplomacy, an armoured cruiser steams into Cassablanca harbour, the city defenceless against the beast does as its told, same with Shanghai, HongKong and a dozen other places, when it move off things may revert. 200 spaniards and 15 horses versus the mighty Inca Nation who would have given odds on the Spaniards. Consider a single shuttle and 21st century earth, it has shields and a phaser , puny by 23rd century standards, but enough to take out earth in its current state of development. Now consider a warp driven Man o War entering a system or series of systems, unlees there is something comparable it is GOD.

What might be considered conceptually difficult to deal with is the sheer number of AI we blow up every campaign, literally Hundreds of ships per player, but it is accepted as it forms part of the currency of conflict and way of representing difficulties encountered in the game.

So I have no difficulty in conceptulising a starship vanishing into the vastness of space (albeit 2 dimensional in this game) and not being spotted, amongst the nebulae, stars, planets, asteroids and above all sheer scale of where it is.
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Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #73 on: July 15, 2004, 01:52:07 pm »


Supplies well in game you can steal supplies from AI ships (spare parts), if you have finite drones well you have to be careful with them.


yes, but people get Free reloads of some drones and to some degree, free fighters.  These supplies do not appear magicly (except for Photon casings . . .)
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Offline Gook

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Re: Socky's campaign guide VERY LONG
« Reply #74 on: July 15, 2004, 02:27:48 pm »


Supplies well in game you can steal supplies from AI ships (spare parts), if you have finite drones well you have to be careful with them.


yes, but people get Free reloads of some drones and to some degree, free fighters.  These supplies do not appear magicly (except for Photon casings . . .)

Well photon casing are taken as a Given they're Fed ;)

But seriously you only use them up because there is so much AI and DVs which are the currency, lets face it anybody who has sunk more than one vessels is a hero in History, if you sank a thousand in three wekks jeez, you would be God. The supplies arguement is a none starter when even the longest mission and applying special relativity lasts about the same length of time there is between commercial breaks on TV.
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Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #75 on: July 15, 2004, 02:51:04 pm »
The supplies arguement is a none starter . . .

Only because it shoots your arguement to hell  :rofl:
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Offline TotensBurntCorpse

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Re: Socky's campaign guide VERY LONG
« Reply #76 on: July 15, 2004, 03:22:01 pm »
Toten
As for taking a planet with one ship or whatever it depends what is in the Hex, if there are no ships, bases, or  planets then its easy. Think of the DV value as a unit of combat currency, we can't represent all the minutae of the hexes defences so its represented by a value. Think 19th century Gunboat diplomacy, an armoured cruiser steams into Cassablanca harbour, the city defenceless against the beast does as its told, same with Shanghai, HongKong and a dozen other places, when it move off things may revert. 200 spaniards and 15 horses versus the mighty Inca Nation who would have given odds on the Spaniards. Consider a single shuttle and 21st century earth, it has shields and a phaser , puny by 23rd century standards, but enough to take out earth in its current state of development. Now consider a warp driven Man o War entering a system or series of systems, unlees there is something comparable it is GOD.
What might be considered conceptually difficult to deal with is the sheer number of AI we blow up every campaign, literally Hundreds of ships per player, but it is accepted as it forms part of the currency of conflict and way of representing difficulties encountered in the game.
So I have no difficulty in conceptulising a starship vanishing into the vastness of space (albeit 2 dimensional in this game) and not being spotted, amongst the nebulae, stars, planets, asteroids and above all sheer scale of where it is.

I do on the other hand - ex the Star Trek 6 - Doos vogg a nu REN - who are u over? - klingon listening post to the "covert" enterprise trying to get to rhura pente.  A single fed CA gets nailed as it crosses the border.  So now explain months of deepstriking with a FF to subdue an entire planet???? for example

Wishful thinking on...
Our map should really have been not a hex map but a string map.  What I mean is earth should have been a point on the map.  to get there you had to move from point to point along a string.  each point in the string is a potential combat point.  combat only occurs at the foci points.  empty space is well empty.  no one stops there. no one fights there.

ever notice on ST SW B5 or just about anyother SF show that all ship figting occurs around some geographical location in space, a planet, a star, a nebula etc.  is this for back drop effect or is it that the defenders actually want to defend something tangable and the attackers attack some thing tangleble.

wishful thinking off...

IMHO DSing only makes sense for the above reasons I mentioned, but NOT hex flipping, LOS is needed to flip a hex.  Everything else just plainly doesnt make sense for several reasons...
1) the compliment of a CA cannot garrison a planet
2) the whole point of taking a planet is to secure it, not bomb it back to the stone age
3) empty hexes can be conceptualized to contain critical shippling lines for convoys Econ dependent (it was one point I suggested for IDSL to promote tunneling LOSs)
4) blowing up a base station is a single shot missions and as such it is a defeatable target, hence i support destroyable bases that can be DS killed, BUT now try to garrison/patrol the hex for your empire surrounded by enemy forces who are out for revenge
5) poorly manned races become the carcass to pick over by a strong deep strike force ( I know this one as I did it myself way back when )
6) A basic but lost premise in the game is that the point in taking hexes is to get the econ value for your empire.  Clearing a shipping lane is far different than securing a shipping lane.  Since you bring up other gun boat diplomacy ever hear of the USS panay?  Or understand the difference between the U-Boat war vs the USN Pacific Sub war.  The atlantic had convoys, the pacific did not.  The atlantic was secured, the pacific was not.  Brittish supplies got thru, Japanese supplies went to the bottom.  To me this is DSing at its best, in both oceans subs sank ships, but in one ocean the hex was flipped with LOS on both sides, the other it was not.  The flipped hex was the atlantic between the EMPIREs with the DSer being unable to secure the hex.
7) DSing should allow you to "disrupt" the econ and defence of a hex to render it almost or completely useless to the enemy, cf operation tannerbaum in ww2, but the enemy should be able to regain this control with use of forces.  To be able to convert the hex to friendly control deep inside enemy defence lines is IMHO frankly stupid.
8) Embassys - Much to our chagrin LB5 does not allow for this right now.  What I mean is that normally each race has at least one hex inside each others domain for supply.  If a base is on this embassy hex it can be deep striked to death, causing severe travel and agony to the losing race.  Which in game terms results in long treks for supplies.  Being able to take this hex doenst make sense also.
9) Free reloads between missions is another beef for me.  Some races cannot do DSing without a handy resupply point.  Other races can operate indefinitely on DSing.  This primarily to me has to do with how much one shot firepower is on the hull vs the AI u draft.  In this line nothing beats a heavily armed droner with heavy missiles, Nothing.  Be it the klink E4D/F5D/D5D/D6D etc, mirak SDF/DF/CD/MDC etc, fed NCD/CAD etc., the stand off fire power vs BPV kileed is retarded and the mission times are equally insane.  At least with fighter/pf ships u eventually lose them in attrition and have to withdraw.  Not so with missile boats.
10) Ok maybe no retreat maybe excessive but maybe a far longer disengagement penalty is in order, say 50 turns.  Think of it as you have to make sure the coast is clear before you begin DSing again as your engines canna take da stain of high warp without some overhauling for extended periods.

In the end, IMHO, you should NOT be allowed to DS a hex to your side.
You should be allowed to DS it to neutrality but no more.

Offline FPF-DieHard

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Re: Socky's campaign guide VERY LONG
« Reply #77 on: July 15, 2004, 03:25:16 pm »
  Toten for President!!!!! 
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Offline TotensBurntCorpse

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Re: Socky's campaign guide VERY LONG
« Reply #78 on: July 15, 2004, 03:29:32 pm »
  Toten for CHANCELLOR thats what the hairless monkey meant
« Last Edit: July 15, 2004, 04:03:45 pm by TotensBurntCorpse »

Offline GDA-S'Cipio

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Re: Socky's campaign guide VERY LONG
« Reply #79 on: July 15, 2004, 03:36:54 pm »
7) DSing should allow you to "disrupt" the econ and defence of a hex to render it almost or completely useless to the enemy, cf operation tannerbaum in ww2, but the enemy should be able to regain this control with use of forces.  To be able to convert the hex to friendly control deep inside enemy defence lines is IMHO frankly stupid.

Sounds like an arguement to make the hexes next to a planet worth a lot of econ, but make the planets themselvs worth nothing.  Then let deep-strikers flip empty (high-econ) hexes, but not fligt planet (low-econ) hexes.  You could use deep-strikers to wreck an enemies economy, but you wouldn't be able to suddenly start up a shipyard right next to his capital.

I've pondered this approach before, and may still try it.

F&E allowed this to an extent.  You could devastate a planet without staying to cpature it.  You didn't gain the consttruction and resupply facilities on the planet, but you did cost the enemy a lot of economy until he invested resources (missions in home space) to rebuild his infrastructure.

This would also allow the Lyrans (who I think STINK at planet assaults) have a strategic role on the map without actually having to conquer a planet hex.

SFB history is replete with dee-strike examples.  But most of them were of the devastate variety rather than the conquest variety.

-S'Cipio the deep-strike fan
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