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View Full Version : Mission 14 - Bridge of Sighs: Frigate Pilfering



Superconductor
25th Sep 01, 4:04 PM
I have recently returned to playing Homeworld (had other priorities for a while: work, kids, wine, women and song), but I remember some of my previous strategies (and mistakes) from the first time I ran through this game. That said, it is good to play the game again.

One of the things I failed to do effectively (until mission 14) was make effective use of my salvage corvettes. This time around, I am capturing everything I can get my greedy little 'vettes on, instead of blasting them into their constituent atoms. Which, although satisfying, leaves you with a smaller fleet.

Anyway, back to mission 14. The way I handled this was to first build two cloak generators at some point after they become available. I then built about 5 scouts, set them to evasive and then had them guard one of the cloak generators. Then I either built or had left over from previous missions (can't remember which) 10 salvage corvettes, set them to sphere formation and had them guard the cloak generator.

In this particular game, I had built two carriers and captured and/or built a couple of missile destroyers. I set the missile destroyers to guard one carrier and then moved it somewhat closer to the sphere of ion frigates guarding the gate. Now I was ready to begin my pilfering.

The first step is to move the cloak generator (that has the salvage corvettes and scouts guarding it) a little bit in front of the carrier. Next, I'd send the five scouts out to attack (briefly) an ion frigate. After a couple passes, I focused on the cloak generator, selected the scouts with a hot key and then sent the scouts to guard the cloak generator. At the same time, I started moving the cloak generator (with corvettes in tow) towards the ion frigates. The frigates will attempt to chase the scouts, but obviously won't catch them.

When the frigates have moved out about halfway between the carrier and sphere, activate the cloak generator. The frigates will come to a stop and just sit there. If there is more than one frigate, position the cloak generator so that it is equidistant from all of the frigates.

Once you're in position, you need to send in the salvage corvettes quickly, as time is running out on the cloak. What I would do is pause the game, band two of the salvage 'vettes, unpause and send it after a frigate, pause and repeat for any remaining frigates. I would recommend sending the first team after the most rearward facing frigate, so it doesn't shoot the 'vettes attaching to the forward one(s).

Once you've snagged all the frigates, the corvettes will take them back to the carrier for conversion (assimilation for you Star Trek fans :) ). Once all the frigates are captured, you can leave them there or send them back to the mother ship. I usually sent them back to the mothership in groups of 10 so I that I would have (albeit temporary) some additional firepower to augment the two missile destroyers.

After all frigates have exited the carrier, send the salvage 'vettes and scouts in for repair and refueling and once that is done, put them into a sphere formation and have them guard the other cloak generator. The reason you have two is to make this process that much quicker, as it takes them a while to fully recharge the cloak energy. And basically, lather, rinse, repeat until you have all the ion frigates you want. I think I managed to score about 90 of them this way.

One thing I have learned from reading other forums is that the sphere will contract if you send anything inside the sphere (probes, scouts, etc.) The problem this creates is that you cannot reach some of those frigates. But with what I caught, the rest of the missions were a breeze.

You can even use a variation on this technique to capture the missile destroyers that appear later on in the mission via the hyperspace portals. My thinking is, why build when you can capture? :) I hope this helps, although I'm sure most of those who have played this game for a while already have techniques of their own. Just thought I'd share how I did it.

Superconductor

Alpha_Monkey
26th Sep 01, 8:05 AM
Smart ass...

When I did it, I had my 18 salvettes/cloak move right next to a frig, then nick it. As It was being dragged back, I'd tell the other 'vettes/cloak to follow it for a while...Once the persueing frigs were bunched enough, I'd let them wander straight into my ready salv group.

The moral of this story: Don't go to the frigs, let them come to u.

This makes it easier for any escorting fighters, your vettes, and requires less multi-tasking. Its also safe. Should still have a couple of DD groups on standby, tho...just in case;)

Superconductor
26th Sep 01, 8:28 AM
True, true. Making them come to you is another way to accomplish the same thing. I did it this way because I discovered they would stop once your scouts enter the cloak field. I personally found it easier to nab them when they're stationary.

However you do it, just make sure you snag lots of those ion frigates. Hell, as I mentioned in the first post, I'm trying to capture as many capital ships as I can (has anyone actually managed to salvage a fighter and/or corvette, just for S&G's?) in earlier missions, especially destroyers, missile destroyers and cruisers. Those bigger ships pack quite a punch.

One thing I have noticed is that after you've captured all of those ion frigates (I think I had about 90, as I've said), the game got really slow. It was still playable, just a bit slower.

Alpha_Monkey
26th Sep 01, 8:36 AM
S&G???

Problem is, once u get to around 50 caps, they run like hell (smart move). Also, the frigs lined up outside the MS go a long way, right off the edge.

Has anyone had troble capturing the MD from the far 'gate...I captured it, but took 2 hours or more to drag it home...

Superconductor
26th Sep 01, 3:29 PM
S&G's = <the other word for crap that begins with an 's'>s and giggles

I had that same problem as well, the MD moved at a crawl after I captured it. Then I remembered the ship had to be damaged (although this didn't present a problem before). So, I took a couple of ion frigates, positioned them above the destroy (to avoid hitting the salvage corvettes latched on) and damaged it until I could see flames off of the hull. Then it moved fairly well.

I'm not sure if the others did the same thing, it has been roughly a year since I played it the first time through.

Superconductor

Alpha_Monkey
27th Sep 01, 8:27 AM
why didn't I think of that?
-kicks self-

Hiigara
9th Oct 01, 3:33 AM
I capped the derstroyer and Carrier in the Super Nova level and the first time I played the game I capped about 40 Ion Cannon frigs using no cloak generator. It was just a game of keeping your salvagers far enough away for long enough to let the fighters turn the Ion cannon frigs around and let the salvagers in from the back.

Worked for me...

Xenomrph
13th Oct 01, 9:34 PM
I've been hating this mission -- I've been stuck on it for like.. 4 hours. :)

Essentially, I resorted to moving in with my fleet of 12 capships or so, in Wall formation, with 4 salvage corvettes Guarding one of the capships. I tell the ships to move towards the sphere of enemy craft, but then Stop once the sensors overlay indicates that a few enemy craft are moving in on my position. When they come into range, I have the salvage corvettes nab as many as I can, while the remaining fleet takes down the other enemies one at a time (and sustaining minimal losses). I'm gradually building up my fleet, and whittling the enemy's down. It's just taking forever. :)

Alpha_Monkey
14th Oct 01, 7:04 AM
Phhht...

If u capture enough frigs, the rest will run-like-hell. No need to destroy them all. Saves time.

Xenomrph
14th Oct 01, 3:05 PM
Finally pulled it off -- took six hours of gameplay, since I lost most of the salvage corvettes, and I was making runs one-at-a-time. Made harder when the enemy picked off my Resourcers.

Hey.... I guess I'm really new to some terminology, but on other threads, I've seen terms like "4/0" or "3/0" or "7/0" -- what's it mean?

Maverick_3058
14th Oct 01, 3:21 PM
It's the collector/controller ratio.

Sky
17th Oct 01, 6:39 PM
If you guys are interested in salvaging, you should visit the Sierra Homeworld Single Player Strategy board. We have some players there, that have amassed fleets of over 1000 ships.

The_Assimilator
19th Oct 01, 5:01 AM
There's a much easier way to grab all those ICFs...

Build about 20 Salvettes, and 5 Scouts. Take this group, as well as a Carrier (you do have one, right?) and some Heavy/Multi-Gun Corvette escorts, and position it about 2/3 of the way towards the ICF sphere. Now, take a Scout and send it in towards the ICFs. Keep focussed/selected on the Scout, when you see the silhouette of the first ICF press D to dock your Scout, it will head back to your Carrier. But, don't let it dock! After you've issued the command, go into your Sensors Manager and pull the Scout back behind your Carrier.

Now, the ICFs will come after that Scout. However, since they are concentrating on it exclusively, they'll ignore anything else in their way until the Scout leaves the game world (by docking/being destroyed). So, you can take your Salvettes and easily grab any Ion Frigates that come your way. Since about 10 come along at a time, 20 Salvettes will be able to handle them with ease.

Repeat this as many times as you want, for free ICFs!

CodeSlinger
19th Oct 01, 6:15 PM
Don't use Scouts, use Proximity Sensors. The ICF's absolutely hate them for some reason and will follow them forever. PS's are also very fast so it's easy to run them around and away from the pursuing ICF's. Get some ICF's interested in the PS, then run it back past your waiting salvettes.

As to maximum salvaging, there's at least one person who captured 1420 ships during the missions. That's every single enemy capital ship plus a whole lot of the corvettes and fighters. Someone else capture over 300 of the Swarmers from the Garden.

I've only captured about 100 of the ICF's from mission 14 - it got too boring after that. They don't retreat until you break the surface of the sphere with one of your ships. If you want to capture all of the ICF's, it's best to start in back by circling around and working your way forward.

Woggy
22nd Oct 01, 2:38 AM
I just built 6 destroyers in wall foramtion and 4 cloak generators
made 2 claok gaurd one side of the wall, the other 2 the other side. i put 1 from each side one, when those ran out, i turned on the other 2.
I went to those gates, i attacked them in short bursts. They concentrate fire on one of the bar things, when it is destroyed i made the attack stop and cloaked again.
then i did it on the next one. then i cloekd again. then i kept doing this till all of them were destroyed.
the basic idea came from the prima strategy gudie, but ididnt follow it very well, so i made up my own modified way of their basic idea, using only 2 cloak generators, no attack bonbers and firing in bursts :)

Alpha_Monkey
22nd Oct 01, 6:21 AM
When it came to taking out the Generator, I just sent in a crack squad of Cloakies to destroy the carrier/corvs, then followed up with bombers. Simple...:D

kobayashi2
22nd Oct 01, 11:36 PM
Just a word of warning. The game is dynamically structured so that the enemy ships at the next level are in a certain ratio to your fleet. If you have 100 ICFs, you will eventually get into big trouble like in the stages where your MS is attacked right at the beginning. Best thing to do is to retire the bulk of them and keep the RUs.

Alpha_Monkey
23rd Oct 01, 6:36 AM
Bleh.

Actually this is another point where cloakies work well. Once I destracted a fair proportion of the frigs, while my 5/6 MDs nuked the fighters. Any other caps went all-out.

I just toast the HS-'roid as soon as poss, accept the casualties (usually only a cruiser and a coupla frigs) then run-like-hell...

Does explain why the fleet was so freakin' massive tho...

CodeSlinger
25th Oct 01, 12:07 PM
The enemy fleets don't scale with the number of ships you have. I've played heavy salvage games and no-salvage games and it doesn't make much difference. I've played with 200 capital ships and 20 capital ship fleets.

The only place I've ever seen more ships because of your fleet in in Mission 3 - the number of AF's can vary from 3 to 5 depending on what you have. Besides, having them attack your MS straight off is good if you're salvaging - it reduces the round trip time for a capture.

It has been reported that the amount of resources scale with your fleet size. There are some who deliberately do poorly on the first few missions to boost their RU reserves.

elffshDAB
25th Oct 01, 1:45 PM
You can move the whole sphere to any spot on the map making it easier to salvage,here's how you do it:
The sphere is centered on one ion frig and it is located in or very near the hyperspace inhibitor,attack this ion frig with scout.cloaked fighter or cloaked frig and lead it and the whole sphere to any spot on the map.
When using cloaked ships attack the centered ion frig recloak and move outside sphere then uncloak and the ion frig will follow.