Playing tips for PList

Here, I'd like to make public a few of my VGAP experiences made while playing. Basically these consist of bits and pieces and none of the bits intends to cover anything in its entirety. Most of all, it's for myself, to sort my memories and experience, thus it may have worked for the author, but might not work in another game. Mostly I'll focus on playing with PHost and PList, both 2.4 and 3.0, but there are certainly also parts that are easily valid for THost, the standard hosting programme, still most widely used. Special thanks here to Tilman Springborn, who contributed quite some parts of this and who is always willing to discuss one or another VGAP issue with me and frequently makes me look into some details.


Some thoughs about PList 2.4, playing the Gorn

by Tilman Springborn (Tilli), translated by Ingo von Borstel (planetmaker)
                                Bm  T  F  Mass  Carg  En  Fuel  Crew  Tl  Tri  Dur  Mol    MC  Sp
--------------------------------------------------------------------------------------------------
LUMBERJACK CLASS SCOUT           1  0  0     5    10   1   140    35   1   10    5   10   100
If you cannot build anything, build a Lumberjack. At least it can hisss. With mediocre up to good engines it is usable as money transporter or up to a point as fuel transporter. Can be dedicatedly recycled after the ship limit.
SIRIUS CYBERNETICS FREIGHTER     0  0  0    30   250   1   150    10   1   15   25   10    75
Small frighter, nothing else.
DEAD PARROT CLASS FUEL CARRIER   0  0  0     5     2   2   900    10   3   45   39   33   158
Strong tower and fuel transporter. Ideal in combination with a Hansa.
COBRA CLASS GUNSHIP              4  2  0    70   170   1   260    44   3   75   50   35   350
Cheap mine layer and "probe collector". Maybe usable as heavy scout.
FOUNDATION CLASS FREIGHTER       0  0  0    50   600   2   260    20   4   30   60   10   150
Medium freighter. With good engines usable independently.
MIRANDA CLASS RESEARCH VESSEL    3  0  0    90   120   1   180    88   5   30   30   30   270  &
Can do many things at once. Cool, hiss, transport small cargos...
GEMINI CLASS TRANSPORT          10  0  1    80   400   1   550   270   5  180   80   40   350
The most precious are its 10 beams; in case of doubt the mine sweeper of your choice (as it's the cheapest with most beams). Otherwise can be (mis-)used as transporter, maybe paired with a Foundation.
 
DIMETRODON CLASS DESTROYER       1  6  0   180   100   1   274   172   5   75   50  150   150
"Pre-Killer". Don't load too many torps. Good torps, good engine and medium to bad beams. Make sure you always keep in mind that this ship is not meant to survive - the Godzilla is meant to survive and it's this ship's task to ensure this in fights against heavy ships.
CONSTITUTION CLASS FRIGATE       6  3  0   180   150   2   260   334   6  100  125   75   770  T
The better choice than the Cobra. Fights better, has anti-cloak, can tow. Built in masses!
TALARIAN CLASS MERCHANTMAN       0  0  0    80  1000   3   530    25   6   45   90   15   256
The medium freighter. Built only, if neccessary, otherwise built Hansas.
RAPTOR CLASS LANDING VESSEL      3  3  0   140   300   2   260   190   6  260   90  150   900  C
The combat drop ship. Firepower suffices at most for self defence. But it has a large cargo room. Build with Bistromatics as it uses too much fuel otherwise. Could be build with bad or even without weapons - it is used to drop ground troups, not to fight other ships.
HANSA CLASS LARGE TRANSPORT      0  0  0   110  1500   4   760    35   7   60  120   20   400
The work horse in your freighter fleet.
MIRACULIX CLASS REFINERY SHIP    3  0  0   260  1200   6   600   170   7  200  200  400  1800  Ref
Task is clear and it is urgently needed.
ALLOSAURUS CLASS CRUISER         5  8  0   350   100   5   350   334   7  150  315  535  3100  C
Your tower. Task: Infiltrate enemy fleets and tow out ships to their doom by your battle ships. It uses fuel beyond imagination. Thus build only with Bistromatics. Build with the best of weapons or without any at all.
T-REX CLASS HEAVY CARRIER        6  0 10   500   260   5   600  1030   9  515  515  270  2600
Wether useful or not depends upon your enemies. Against other, equally-sized carriers it is inferior. It's use lies in the elimination of enemy torp cruisers. As you have to buy fighters, it is pretty expensive - but that's what you have hisss for.
GODZILLA CLASS BATTLESHIP       10 12  0   600   200   6   770   800  10  800  270  580  6000
By the 150\% bonus a very strong ship which holds out long. Fights against enemy heavy battle ships mostly result in mutual destruction, so you have to go in first with a Dimetrodon. Godzillas are expensive, but with tech 10 most efficient. You cannot have enough of those.
FERENGI CLASS TRADING VESSEL     0  0  0   150  2600   5  1400    70  10   78  156   26   625
A whole Godzilla fits into it
MERLIN CLASS ALCHEMY SHIP        5  0  0   390  3000  10  1040   150  10  400  600  300  2310  Al
Build base, build Merlin, build many Godzillas.


Some thoughs about PList 2.4, playing the Borg

by Ingo von Borstel (planetmaker)

The following is by far not concise and based on quite in-adequate experience with that race as it was a rather unusual game where two alliances faced eachother.

In general, as always: first focus on economy, and then on building combat vessels. You get stronger as the game goes and are in trouble, if forced to focus on combat too early. In the beginning mainly focus on building cheap Bridgekeepers, frighters and probes. The Bridgekeepers are handy with good engines (Improbs or Bistros) but can be build without any weapons, Probes can go with any kind of engine, depending on the resources available, freighters need the usual mix of good and bad engines. Make sure, you have a few battle-ready cubes, at least Eliminators better Erasers when the ship limit hits.


Some very brief tips about PList 2.4, playing the Empire

by Chris Broeg (picard), translated by Ingo von Borstel (planetmaker)

One of the main problems is, that the Empire is a slow race and you are near to helpless agains aggressive, fast races. Same goes for the Tholian. My advice is to run the risk and refrain from building combat vessels in the early beginning as they are crap anyway. Thus economy, that is freighters come first.

Very soon one should build one or two Wayland Probes and jump around your HW. As it can do 4 jumps in a row, it is very well suited for that purpose. That determines your path of exploration. In the meantime devellop your immediate neighbourhood of the homeworld. Avoid any conflict!

The first real combat vessel is the Draklor (it is better than it sounds). The Victory is a real strain on the enemie's budget to beat it, at least early in the game - but it's also a strain on your monetary budget.

In order to be able to lay and sweep mines, build a few Lancets. Apollos are not worth much with respect to laying mines.


Some thoughs about PList 3.0, playing the Colonies

by Ingo von Borstel (planetmaker) and Tilman Springborn (Tilli)

Some general remarks: Your fuel troubles are small compared to other nations. For you it is especially easy to remove all fuel from border planets - and still harvest them normally, using RamScoop ships. You have an Accademy ship, use this to your advantage to train your battle ships to give them the edge over your enemies - you will need it. Leave the Savvys at places with many supplies in order to allow them to accumulate constantly experience. Use your Virgos for laying mines while flying maximum distances to generate enough fuel for your attack and support fleets. If nothing can be build, build a Rising Star as it's a nice, small freighter, far better than the Sirius, and even later in the game, and it can be a nice trading ship. Make sure, you have at least one or two Atlantia before the ship limit hits.

In the early game, before the ship limit, it's not strictly neccessary to go for the best beams available, Phasors or ElectronRams will do, but of course, the better the more powerful. But always go for Bistromatic Engines for all ships and Selphy, if you build Topsids and Kataly for your Virgos. Rising Star can do with Improbs, Freighters, Merlins, Savvy can do without engines at all. After the ship limit build everything at maximum tech.


Some thoughs about PList 2.4, playing the Tholian

by Tilman Springborn (Tilli), translated by Ingo von Borstel (planetmaker)
Shipname Player 7               Bm  T  F  Mass  Carg  En  Fuel  Crew  Tl  Tri  Dur  Mol    MC  Sp
--------------------------------------------------------------------------------------------------
SIRIUS CYBERNETICS FREIGHTER     0  0  0    30   250   1   150    10   1   15   25   10    75
Small freighter. More often than not too small.
FLINTSTONE CLASS SCOUT           2  1  0    90    40   1   180    25   1   20   15    5    60
Not to underestimate. Decent engine, any beam and a Kataly tube. Two or three can lay jointly with a Ruby many, small overlapping mine fields. Nicely usable for those "eggs".
DEAD PARROT CLASS FUEL CARRIER   0  0  0     5     2   2   900    10   3   45   39   33   158
Fuel transporter and tower for heavy freighters, e.g. Ferengi.
RUBY CLASS DESTROYER             3  3  0   150   280   1   260   126   3   50   50  100   350
The small, armed freighter - and that's how it should be treated: do not use for combat but as supply vessel for new torps and a tender for Flintstones or usable for laying of medium-sized web fields. ATTENTION! Cannot tow!
FOUNDATION CLASS FREIGHTER       0  0  0    50   600   2   260    20   4   30   60   10   150
The small transport which due to its two engines is capable of tow. In emergency also use for tow-capture of enemy fuelless ships.
HELLFIRE CLASS FRIGATE           5  0  0   180    60   1   270   139   5   40   15    5   290  *
Provides cozily warm planets - and inhospitable planets for anyone else.
TALARIAN CLASS MERCHANTMAN       0  0  0    80  1000   3   530    25   6   45   90   15   256
Medium freighter. Leave out in favour of a Hansa, if possible.
EMERALD CLASS CRUISER            7  4  0   305   490   2   530   261   6  100   80  260   800
The large, armed transport. Can do anything the Ruby is capable of, but a larger. Can tow capture due to its decent amount of crew also fuelless enemy ships. Weaponry is of this vessel is rather meant as self defence and with good beams to clear enemy mine fields.
NEBULA CLASS LIGHT CRUISER       8  6  0   380   100   2   280   271   7  100  260  300  1030
The first real combat vessel in the Tholian ship list. Slight backdraw is its small cargo room of only 100. Use as border patrol, planet buster (w/o base) and as sacrificial ship in major combats.
HANSA CLASS LARGE TRANSPORT      0  0  0   110  1500   4   760    35   7   60  120   20   400
Backbone of your economy. Build!!!
MIRACULIX CLASS REFINERY SHIP    3  0  0   260  1200   6   600   170   7  200  200  400  1800  Ref
Ships need fuel in vast amounts. The Miraculix will fix this.
SAPHIRE CLASS BATTLECRUISER      9  8  0   500   120   3   512   600   8  396  266  256  1546
Heavy torpedoe cruiser. If you need torps rather than fighters for a ship that goes in first, this is your first choice. With 500kT of mass it can take quite some punch.
SILICON AVATAR CLASS CARRIER     9  0 13   450   150   3   791   541   9  150  520  530  1034
The carrier in your fleet. Can deal with most cruisers and any base.
DIAMOND FLAME CLASS BATTLESHIP  12 11  0   600   190   4  1091  1035  10  260  450  690  2056
The Tholian's battleship. Slightly under-armed in comparison to other battleships. Use in a fleet jointly with a Sapphire or Silicon Avatar. Those combinations cat take on nearly any ship.
MERLIN CLASS ALCHEMY SHIP        5  0  0   390  3000  10  1040   150  10  400  600  300  2310  Al
Ships and torpedoes for web fields require minerals. The Merlin will produce these.
FERENGI CLASS TRADING VESSEL     0  0  0   150  2600   5  1400    70  10   78  156   26   625
Use for the big freight orders.

Some thoughts about the Romulans (based on PList 3.0)

by Ingo von Borstel (planetmaker)
Introduction
These hints are derived from only one game played as the Romulans. It focuses on phost and plist. What I describe worked for me, but different situations may require totally different strategies.
Your ships

The ships, based on PList 3.0 with some hints concerning plist 3.1. Definitions:
few means in the context of fleet composition 1..≤4 depending upon your style and needs.
fuel usage: for full, standard combat capability (torps + supplies) and averagely fueled ships.

Strengths and weaknesses and some tactical observations

The single biggest strength of the Romulan is its nearly universal cloak capability - for several reasons:

In the combat area have - besides your battleships in order to do the kill - a hand full of Archeopterixes. Use them to orbit planets your enemy is likely to stop by. It will allow you to target the orbiting ships with your battle ships using the intercept attack. Use your battle ships in small groups in order to take out a whole stack of enemy units at once and only suffer losses where a 1:1 combat of your ship vs. an enemy ship cannot be one.
If you attack a planet / base without the knowlege of possibly (minor) ship resistance, go with two battle ships. Sent one cloaked, with PE and a low FC, the other uncloaked, with PE and a high FC. Ships will be attacked by your cloaked battle ship while the uncloaked will attack the planet most probably undamaged.

Your cloaking battleships have only few engines. This is nice with respect to money and resources during the building phase. On the other hand you'll have little opportunities to tow enemy ships and destroy them, so don't count on this tactic. It will only work for enemy destroyers and small cruisers. Rather have observers and use intercept attacks (see above).

Allies, enemies & ships to trade for

There are a number of ships which come in handy:

A Romulan is fit to fight nearly everyone. Any ship will fall to two D'Deridex, even DeathStars and Exterminators, if your D'Deridex are adequately trained. It gets peskier to fight races with many anti cloakers or glory devices, though as well as web mines. But planning might overcome these backdraws.

As a Romulan you are likely to find friends pretty easily. You have a couple of nice ships that are useful for allies and there are also some ships around which come in handy for you.


Wenn es noch weitere Fragen gibt, nicht zögern, mir eine Mail zu schreiben.

Geändert am 23.07.2007 von Ingo von Borstel