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Games and Theory : The strategy of 3 dimensional warfare pt1
I have been making these posts for faction, and inturn anyone who will read them, I have been asked specifically to post them here.
OK, This is a bit hard to articulate so stick with me on this.
Firstly to understand where to put the minefields we need to understand where the enemy will most likely be, and why. understanding this will give you control of the battlefield.
In conventional warfare we have valleys and mountains, the romans never expected hannibal to traverse the alps he played against their expectations by using the terrain tactically. but in space there is no such thing, naval warfare is closer to astro warfare as we can relate to using history as an example.
Despite the openness of the ocean if we look at this map, though on a 2d plane we see a lot of convergence as people take the shortest most convenient route. the map might be a bit dated, but it illustrates my point. one important thing we note is that the paths converge because of intention, they wish to go to a destination. In the context of this discussion we can define the destination as a location we wish to attack or defend.
But in the interest of controlling the battlefield and highlighting how these ideas can be used to our advantage, we will discuss this more as a location we wish to defend, our home planet or station and thus this will hopefully help you choose a location from which to start your empire in space.
Again to illustrate convergence here is a map of international flight traffic
what I'm trying to highlight is that despite the origin of the traffic (or enemy) if we know the destination we can assuredly presume the route they will take. we can, after taking some small measures ensure this even more but I'll get on to that.
For now let me explain convergence in starmade and 3 dimensional space, via some shitty ms paint images.
if anyone in starmade is traveling more than a few sectors its absolutely necessary to use the navigation array so lets casually look at how that works. it like most common sense things takes the shortest path, but how it displays that path is integral to. as it points not to the destination, but the next sector in the chain, even if you're only in that sector for a few meters.
as we can see here
even though this is a short distance , 11 sectors in one axis in this case "X" we can see that not only do both travelers enter the same sector before entering the destination. But they enter it at the same point, as the sector marker displays the same for everyone else which is at the center of the side of the 3 dimensional cube that is the sector.
increasing the distance along a specific axis ensures all your enemies will be coming from one side of you. basically putting the back of your empire against the void of uninhabited space. I think 100 sectors is enough but if this post gets much attention it might escalate the issue.
if we add a 3rd dimension we get something that literally becomes a bottle neck (in shape)
This makes placing mines strategically viable in the void of space, creating a common path by forcing your enemies to traverse a large distance to get to you. means you only have to mine maybe a 3x3x3 sector area to make it impractical for them to travel to your base, increasing the sectors used in your mine field make it harder for the enemy to find the edges and navigate around it.
knowing where the minefield is, you can direct your allies to a roundabout sector or a waypoint, in order to go around or above it.
these are some mines I made with turret mounts to keep the greif up, they are long and spindially to cause centripetal force to roate them when someone crashes into them, causing them to flip around and collide again with the target.
they are 200x200x200 give or take with no shields and 1mil regen energy. and some thrusters to move them around.
the idea is you go to a target sector, place a station block place a shop block and buy 10-20 of them (about 1mil each) and litter the side of the sector cube you expect the enemy to enter from, as soon as he enters a new sector, they will be in his face sooner than his navigation array can update.
they won't kill a lot of larger ships, but if you have to fly a massive behemoth 100 sectors and every new sector you have to deal with this crap slowly wearing down your ship maybe taking out your fleet scouts and what not. and most smaller ships will be dead before they know wtf.
(oh and if you want to be a total turd you can leave them all over your enemies stuff, they are easier to buy and leave around then clean up) even if their planet or station is protected players and small ships can still get caught in them.
I call them dragons teeth after the ww2 era tank traps the germans used.
I am entirely open to questions, ideas and discussion, I'd love to hear your thoughts on what I have presented here and thank you for reading.
http://imgur.com/a/2CBRA <---all the images I used in one album for a broader perspective.
So I tested out the mines and blockaded a sector I knew there would be traffic the mines had 4 turrets each doing about 20kdps (not an amazing amount) but they had numbers on their side)
here were the mines in position
Ridik Ulass CEO,
The Euro-Corp Syndicate - Building a Better Universe
I have been making these posts for faction, and inturn anyone who will read them, I have been asked specifically to post them here.
OK, This is a bit hard to articulate so stick with me on this.
Firstly to understand where to put the minefields we need to understand where the enemy will most likely be, and why. understanding this will give you control of the battlefield.
In conventional warfare we have valleys and mountains, the romans never expected hannibal to traverse the alps he played against their expectations by using the terrain tactically. but in space there is no such thing, naval warfare is closer to astro warfare as we can relate to using history as an example.
Despite the openness of the ocean if we look at this map, though on a 2d plane we see a lot of convergence as people take the shortest most convenient route. the map might be a bit dated, but it illustrates my point. one important thing we note is that the paths converge because of intention, they wish to go to a destination. In the context of this discussion we can define the destination as a location we wish to attack or defend.
But in the interest of controlling the battlefield and highlighting how these ideas can be used to our advantage, we will discuss this more as a location we wish to defend, our home planet or station and thus this will hopefully help you choose a location from which to start your empire in space.
Again to illustrate convergence here is a map of international flight traffic
what I'm trying to highlight is that despite the origin of the traffic (or enemy) if we know the destination we can assuredly presume the route they will take. we can, after taking some small measures ensure this even more but I'll get on to that.
For now let me explain convergence in starmade and 3 dimensional space, via some shitty ms paint images.
if anyone in starmade is traveling more than a few sectors its absolutely necessary to use the navigation array so lets casually look at how that works. it like most common sense things takes the shortest path, but how it displays that path is integral to. as it points not to the destination, but the next sector in the chain, even if you're only in that sector for a few meters.
as we can see here
even though this is a short distance , 11 sectors in one axis in this case "X" we can see that not only do both travelers enter the same sector before entering the destination. But they enter it at the same point, as the sector marker displays the same for everyone else which is at the center of the side of the 3 dimensional cube that is the sector.
increasing the distance along a specific axis ensures all your enemies will be coming from one side of you. basically putting the back of your empire against the void of uninhabited space. I think 100 sectors is enough but if this post gets much attention it might escalate the issue.
if we add a 3rd dimension we get something that literally becomes a bottle neck (in shape)
This makes placing mines strategically viable in the void of space, creating a common path by forcing your enemies to traverse a large distance to get to you. means you only have to mine maybe a 3x3x3 sector area to make it impractical for them to travel to your base, increasing the sectors used in your mine field make it harder for the enemy to find the edges and navigate around it.
knowing where the minefield is, you can direct your allies to a roundabout sector or a waypoint, in order to go around or above it.
these are some mines I made with turret mounts to keep the greif up, they are long and spindially to cause centripetal force to roate them when someone crashes into them, causing them to flip around and collide again with the target.
they are 200x200x200 give or take with no shields and 1mil regen energy. and some thrusters to move them around.
the idea is you go to a target sector, place a station block place a shop block and buy 10-20 of them (about 1mil each) and litter the side of the sector cube you expect the enemy to enter from, as soon as he enters a new sector, they will be in his face sooner than his navigation array can update.
they won't kill a lot of larger ships, but if you have to fly a massive behemoth 100 sectors and every new sector you have to deal with this crap slowly wearing down your ship maybe taking out your fleet scouts and what not. and most smaller ships will be dead before they know wtf.
(oh and if you want to be a total turd you can leave them all over your enemies stuff, they are easier to buy and leave around then clean up) even if their planet or station is protected players and small ships can still get caught in them.
I call them dragons teeth after the ww2 era tank traps the germans used.
I am entirely open to questions, ideas and discussion, I'd love to hear your thoughts on what I have presented here and thank you for reading.
http://imgur.com/a/2CBRA <---all the images I used in one album for a broader perspective.
So I tested out the mines and blockaded a sector I knew there would be traffic the mines had 4 turrets each doing about 20kdps (not an amazing amount) but they had numbers on their side)
here were the mines in position
Ridik Ulass CEO,
The Euro-Corp Syndicate - Building a Better Universe