from the rockpapershotgun preview:
so the question is what kind of strategies work with which type of movement. below is purely based on my ideas of how the 3 types work and are probably not completed correct. i am interested in what other kind of strategies could be viable.
hyperlanes:
+: fast travel between systems
-: can only move from system to system (bottlenecking)
similar to Nodespace in Sots and mass effect gate network in Mass effect. the fleet strategy should be the same as the humans in Mass Effect. create large powerfull fleets and position them in nexus systems (places where a lot of hyperlanes come together to guard the surrounding systems. is best for a defense strategy. (quick reaction force against the lower moving Warp) and in attack is limited to only the frontier systems of the enemy.
conclusion: let the enemy attack you and when you defeated the enemy units with higher concentration of your ships attack the frontier planets one at a time.
Warp:
+: complete freedom of choice how to fly where
-: slowest of all travel types
similar to Star trek.
strategy should be smaller fleets spread over more systems to negate the longer travel time. this increase the need of bigger and more versatile ships (less specialization).
on the defense a warp player should be ready to loss some frontier systems to a hyperlane player, and use a Defense in depth strategy until a large enough force can be created to destroy the enemy fleet.
on the attack a warp player can use its flexibility to attack/raid several enemy systems at ones overwelming local defence and making sure that any reaction force need to choose what to defend and what to loose. this ability to keep the enemy of balance should be repeated and a decisiv battle can be avoided while still hitting a lot of enemy terrirtory.
conclusion: attack first a lot.
Wormhole:
+: longest range travel giving the option to strike deep in enemy territory
-: can only jump from systems where a jumpgate is available
strategy of the wormhole player is the Defense strategy of a hyperlane player. it can use a big central fleet as a quick reaction force to engage any attackers.
on the attack it does has it own strategy. any attack fleet also needs a warpgate to get out of it so a attackfleet needs to maintain its location while the gate is being build. this means a large fleet with both attack and defense ships. i need to overwhelm local defense and then stay put and defend this beachhead until a warpgate has been build. the result is that wormhole players can only attack a few locations at one time (large fleets mean less fleets). but because the can travel farther then the other 2 player times it can hit deep in enemy territory and take critical systems from the enemy.
There are three forms of faster-than-light travel and each species chooses one at the beginning of the game. Hyperlanes connect systems directly but those who use them are tied to the existing layout, turning the map into a series of nodes. Travelling through the warp is slower but provides freedom of movement. Wormholes require stations, constructed at the edge of systems, but allow for long jumps.
so the question is what kind of strategies work with which type of movement. below is purely based on my ideas of how the 3 types work and are probably not completed correct. i am interested in what other kind of strategies could be viable.
hyperlanes:
+: fast travel between systems
-: can only move from system to system (bottlenecking)
similar to Nodespace in Sots and mass effect gate network in Mass effect. the fleet strategy should be the same as the humans in Mass Effect. create large powerfull fleets and position them in nexus systems (places where a lot of hyperlanes come together to guard the surrounding systems. is best for a defense strategy. (quick reaction force against the lower moving Warp) and in attack is limited to only the frontier systems of the enemy.
conclusion: let the enemy attack you and when you defeated the enemy units with higher concentration of your ships attack the frontier planets one at a time.
Warp:
+: complete freedom of choice how to fly where
-: slowest of all travel types
similar to Star trek.
strategy should be smaller fleets spread over more systems to negate the longer travel time. this increase the need of bigger and more versatile ships (less specialization).
on the defense a warp player should be ready to loss some frontier systems to a hyperlane player, and use a Defense in depth strategy until a large enough force can be created to destroy the enemy fleet.
on the attack a warp player can use its flexibility to attack/raid several enemy systems at ones overwelming local defence and making sure that any reaction force need to choose what to defend and what to loose. this ability to keep the enemy of balance should be repeated and a decisiv battle can be avoided while still hitting a lot of enemy terrirtory.
conclusion: attack first a lot.
Wormhole:
+: longest range travel giving the option to strike deep in enemy territory
-: can only jump from systems where a jumpgate is available
strategy of the wormhole player is the Defense strategy of a hyperlane player. it can use a big central fleet as a quick reaction force to engage any attackers.
on the attack it does has it own strategy. any attack fleet also needs a warpgate to get out of it so a attackfleet needs to maintain its location while the gate is being build. this means a large fleet with both attack and defense ships. i need to overwhelm local defense and then stay put and defend this beachhead until a warpgate has been build. the result is that wormhole players can only attack a few locations at one time (large fleets mean less fleets). but because the can travel farther then the other 2 player times it can hit deep in enemy territory and take critical systems from the enemy.