Gathering military intelligence in the game of Planets
When it comes to the most important aspects of Planets strategy, most players talk about diplomacy, tactics, and economy. These skills are certainly of great importance, but in this article, I would like to suggest there is a more important talent which underlies them all: gathering information.
There is something terrifying about having a warship show up at your door on Turn 7. If you did not see it coming, your empire is in grave danger. At the very least, you will be crippled for a long time and have to beg for help from other players. This early-game maneuver is known as “The Headshot”, and – if it wasn’t obvious – the goal is to remove your head.
This tactic can be prevented by a variety of actions, but perhaps the strongest defense – or at least it is the boldest – is to axe down your neighbour’s door before they come calling. To do that, you need to know the location of your enemy’s homeworld. Here’s how:
Glorious battles, economic expansion, bold exploration, diplomatic triumphs. There is a lot of fun to be had in VGA Planets. Unfortunately to get to that fun, there is a lot of busy work that needs to be repeated turn after turn. For some players that can lead to turns that last hours, or having to skip crucial, but repetitive tasks.
Fortunately I’m here to tell you that there are a lot of features in-game that can reduce a lot of this busy work. For those willing to try some player made mods, there are Continue reading →
Ship combat at Planets.Nu is arguably the single most important key element in play. The tactics and complexities would be thought multiform and diverse even before one considers that every player has a unique ship list. Bearing this in mind, it is hardly surprising that many new players are Continue reading →
Ships with a cloaking device have a special feature built into them. Any time they have a primary enemy selected, and are intercepting something belonging to the primary enemy, they get to trump the battle order. Friendly codes don’t matter, nor do the kill mission or primary enemy settings from the opponent. The ship with the cloaking device enters combat against Continue reading →
This article details the practical difference between the left and right sides of the screen in VCR combat. It also incorporates a brief description of battle order and carrier combat Continue reading →
This article explains the present workings of the tenacity mechanic on the Planets.Nu website. Included are some “quick fix” solutions to a poor tenacity score and the big question: how low does your rating have to be to make recovery impracticable?
Planets is a game of managing finite resources. The game has an absolute limit of 500 ships in the sector at any time. Early in the game, players build their fleet. Later, sometime between turn 20 and turn 40, the number of ships in the sector reaches 500, and no more ships can be built.
After the limit hits, you can only build a new ship when a ship disappears somewhere on the map due to destruction or recycling. Continue reading →
STRAIGHT TALK ABOUT THE TRACTOR BEAM
Written by ECV in 2013
Every ship with two or more engines has the capability of towing any other ship. Wow! This is so useful! You can tow around your own ships to save on fuel or to economize on engines. Towing can also be used to minimize risk in minefields and for countless other logistical bonuses.
Guess what? The tractor beam can also be a frightening weapon. You might want to tow an enemy ship somewhere and attack it or capture it. Or you could tow an enemy ship for someone else to attack it. You can pit players against each other and create chaos in the cluster using the tow mission.
Maybe you’ve figured out how to tow enemy ships away and exploited this to great advantage. It’s really great fun, isn’t it? But it’s not so much fun when you are on the receiving Continue reading →