Efficiency in Simultaneous vs. Single Player play |
Good morning all,
I just recently started my first simultaneous play game (PBEmail), and I'm finding all sorts of ways in which my empire is less efficient in simultaneous play compared to how it would be in single player play. I'm posting here today looking for ideas to get around these, and other inefficiencies, that others have encountered.
Example 1: I order a colony ship to colonize a planet. In single player, I can fill up the build queue the same turn the planet is colonized, but in simultaneous, I have to wait until the turn after the planet is colonized. Is there a way around this? Even for a standard build like a sensor sat plus 10 fighters or something.
Example 2: I am sending an exploration ship into a brand new, never before visited star system. In single player, as soon as I make the warp transit, I can use my remaining movement points to begin exploration. In simultaneous, I haven't found a way to issue any of those movement orders. If I use the "survey" order, it goes into the order list based on the system I am currently located in, so it warps across, then warps right back. Is there a way to get my ships moving immediately when they warp into a brand new start system, or do is that just a turn ending move in simultaneous play (brand new star systems only)?
Example 3: I don't remember the specifics, but the Transfer command was either disabled or limited in simultaneous play. I know about the Remote Load/Drop Cargo commands, and for most applications they work well. However, what if I want a partial Load/Drop? I don't currently see a way to accomplish that result. For instance, if I have 1000kt of fighters on a carrier, is there a way to drop off 500kt at one location, and then go somewhere else to drop off the other 500kt?
Example 4: Surveying a new system manually. Thankfully, I've surveyed enough new systems manually in Single Player that I have a good handle on how to explore a system as quickly as possible. My contribution for others who are new to Simultaneous play games is that your exploring ships won't move immediately, so you get to plot out where they are going a full turn in advance. And it's important to check each ship to make sure it has movement orders for a full turn - I never really used the Ship List in Single Player, but I'm using it a lot in Simutaneous to help me with the early game micromanagement. Therefore, explore systems in Single Player and learn the patterns you need to use to explore systems in as few movements as possible.
I know about the restriction to Strategic Combat only in Simultaneous play, so that one won't catch me by surprise. I already make a point of either using Strategic, or just watching only on Tactical (I enjoy watching big fleets clash on tactical).
Any other areas of inefficiency and ideas for how to work with them are also appreciated. We're only through 2401.0 in the game, so I'm sure I have more to come.
Thanks,
Re: Efficiency in Simultaneous vs. Single Player play
Hi Shrike,
To attack a ship following its own movement path use the attack button not the yellow move to arrow button. Then select on where you want to attack and the game will ask if you want to follow the target or attack the hex. If your ship is faster or can plot a capture vector then combat will ensue.
Loyalty above all else except honor.

Re: Efficiency in Simultaneous vs. Single Player play
Ah, good to know 
Re: Efficiency in Simultaneous vs. Single Player play
I have not found a way around those inefficiencies...but then I have only played about 15 games so far and I learn something new in each game. At least everybody is effected by it...so no harm no foul. 
Loyalty above all else except honor.




Re: Efficiency in Simultaneous vs. Single Player play
It's kind of annoying that you can't launch/recall units like sats or fighters immediately in multiplayer. Also, if I'm not mistaken then it's impossible to target enemy ships which are following their own movement paths, so your best chance is to block warp points. I could be wrong though, because I'm new to PBW and haven't really had to try this yet.