Returning Armada: The end all of team games?

The Vasari are a race that have seemingly no benefit, but when you look a lot closer into their tech tree, there's the phase stabilizer tech tree that leads up to the eventual "Returning Armada" ability. I've used this ability extensively in team games and I have come to the conclusion that it is simply too powerful. A Vasari player who successfully employs this ability in conjunction with multiple phase stabilizers per planet can simply have a massive and powerful navy delivered to him in a matter of minutes.

Using this ability in several games i have obtained max popcap fleets with little loss in economy because I had to only pay for my phase stabilizers and the research. After that all of my time was spent upgrading these ships. In relatively no time at all a vasari player can amass a HUGE navy.

There are drawbacks:
- Expense - This ability is incredibly expensive. Each phase stabilizer costs 1500 credits, around 100 or so metal, and 300 crystal. The research techs to get to returning armada alone cost around 4000 creds, a respectable amount of metal, and probably in the order of 1600 crystal. The ability itself costs 1900(Cr) + 300(M) + 550(Cry) to research.

-Risk - Each planet must sacrifice insane amounts of tactical slots to use a phase stabilizer, leaving your worlds lightly defended and at risk of raid. This issue is mildly reversed by the fact that at any time you can warp a fleet in that star system from a planet that has a phase stabilizer or an antorak marauder to another that has a phase stabilizer, effectively making it easy to respond to threats.

-Time - The research and time it takes to get returning set up is quite large. It is perhaps one of the biggest weaknesses of the strategy, but is countered by the fact that this is best employed in a team game, where one can stall for time with their allies supporting them.

All said and done, I feel the ability yields greater rewards than risks. Over time a vasari player who develops his planets with many phase stabilizers can mass a new fleet virtually as quickly as other fleets are destroyed.
24,612 views 12 replies
Reply #1 Top
Agreed, simply too easy to keep popcap at full.
Reply #2 Top
It's strong, but all the Tier 8 techs can be pretty brutal. It could maybe do with toning, but just keep in mind the strength of things like Insurgency as well.
Reply #3 Top
and the endless xp for advent is disgustingly powerful once they start running around with 16 lvl 10 caps
Reply #4 Top

and the endless xp for advent is disgustingly powerful once they start running around with 16 lvl 10 caps
End of quote


The free XP caps at level 4.
Reply #5 Top
oh, really? *goes and gets glasses checked* Still nasty, having lvl 4 caps rolling off the production line for free, but not as bad as returning armada then
Reply #6 Top
Though on the other hand, when you have enough infrastructure built up to get that researched, you usually have enough credits to just buy the training :P

The main perk of that tech is the bonus xp from combat, making leveling a lot faster ;)
Reply #7 Top
yeah, that's probably why i was noticing my ships were hitting lvl 10 faster. I'm too tired for this.
Reply #8 Top
I'm giving this a bump. :P

The dark fleet feels a little overpowered to me... I've never been on the recieving end, but I've dealt it out a few times.

By pumping up my resource gathering, neglecting planetary defenses, and new ship types I find that I can quickly pump out the max fleet cap. Yeah, some may see it as a trade off... I don't. My fleet is always better than defense structures, I've stopped using defenses with all factions, with the exception of the repair facility. With such a large fleet I don't have an enemy to stand against me. :P I will usually send my cap ships to their deaths just for the extra fleet.

The dark fleet likes to give me heavy cruisers, and I always research the self-repair power. The result is a very hardy fleet of powerful ships.

I'd say that the dark fleet should bring in ships less often, or only bring in what you have researched. It's a fun skill though... throw away a cap ship and a small fleet, as soon as they near death I bring in an entire frickin' armada. Usually the opponent quits after that. :P

Way-points would be nice for this ability. :P
Reply #9 Top
Way-points would be nice for this ability
End of quote


I stuck this into the 1.03 wishlist thread :P
Reply #10 Top
consider it a balancing point that it requires much more user attention to be effecient  :LOL: 
Reply #11 Top
Rush any vasari player you think is going straight for this, as he will probably have a weak fleet and little to no defense. Just think of dark armada as a super weapon and treat it as such.
Reply #12 Top
FFA:
Its quite easy to get returning armada in ffa games (locked teams, so no backstabbing) , even in small FFA games I can usually get it within 55 minutes of the game start (with only 4-5 planets). Most people don't know your going for it until you put a few phase stabilizers up and by then you can be 10-12 minutes away from getting it and instead they focus on the enemy which is actually a threat (usually attacking them at some point) and in ffa games barely anyone attacks the person with many defense structures (hangers, not useless guns) and would rather not commit a massive force just to one front (a front that isn't too hostile) within the first hour.

1v1:
In small 1v1 getting dark armada fast would barely ever work, unless the opponent is really not aggressive.

I do think vasari are extremely lacking in many ways in early game, but endgame makes them a bit too strong if they can get to it. I would rather see the start a bit stronger and the end a bit more balanced.