Edna wrote: ↑Mon, 24. Aug 20, 10:35
Maybe Hector made different observations on how to fight the OCV.
Distracting the OCV with swarms of M4 sounds like the tactic i would resort to if nothing else helps anymore. If they can one-shot everything, then give them lots of expendable stuff to shoot on. Outproduce their rate of fire and send the cheapest crap in first
Believe it or not, but i actually don't have any OCV combat experience yet
I reached the OCV stage back in beta 2. Had to stop playing due to incoming new features with an incompatible patch.
Back then i mostly observed and just learned that wiping a sector usually takes the OCV very long, because they have to destroy these far away Ore mines. It was long enough so that i could stay clear and move my fleets around the dangerous area. (standart galaxy, could be way harder on shattered)
Still, they are 10 times more terrifying than in LU since you don't know for sure which sector they will wreck next. It takes them hours for sure, but unlike LU you can't predict when they will reach your territory.
OCV ship speed should certainly prove to be a good balancing handle if their expansion rate needs further tweaking in the future. But i can't say anything about that yet.
Right now in my current game i've just put the Yaki quest on hold to have time to enjoy the faction wars.
No Xenon or pirate spawns. Everyone uses resources. Less survival feeling and more sneaky turf war. Keep an eye on strong NPC fleets. If most of them are occupied at different frontlines, you can Blitzkrieg to snatch some poorly defended sectors, even from a very strong faction if you play your cards right.
6h later, a big wave of counterinvasions starts to roll over you. Ship losses pile up. You're retreating a bit. Only defending the more valuable sectors. Then you finally loose a sector and sign a truce.
That's the point when you realize "Hey this was all worth it! I lost an entire fleet but in exchange i got two sectors out of it!" You rebuild some factories, develop the new territory with more industry. Then another chance arises to bully some poor faction for your opportunistic gain. Of course the large faction you just backstabbed previously joins in and fights in the sector right next to you.
Does it make sense? Only partly. Do i highly recommend messing with factions?
You can't loose too much. The truce after loosing a sector can always save you from further invasions if anything goes wrong. And your reputation gets reset to 0 now. In contrast to LU, high reputation in Mayhem 3 doesn't unlock anything like more powerful weapons or new ships (afaik). The only important question is if your reputation is negative or not. Grinding rep gets totally pointless after some time because you can loose all of it from just one unfortunate event:
Let's say you're allied with the Split and hostile to Teladi. Eventually one of your ships will destroy a Teladi ship in Split space at a time both factions are in an alliance. One thing leads to another. The Split police gets mad. Your ships defend themselves. Then a Split Task Force goes on a retaliation mission to avenge the cops (high reputation does not prevent it). With all these dynamic sandbox events it can escalate quickly and reputation can get trashed very fast. It should be renamed to "the amount of sh*t you can get away with, until they want to cut you down to size again"
I feel there could be another quest trigger between the Yaki and the OCV phase. To make it more obvious that you are transitioning to the OCV
like involving the player with this wierd professor and the opening of the Maelstrom. Could be sold to the player as a superweapon he wants to unleash on a faction. You could even let the player select a target sector and promise him that it will nuke all stations and make the sector neutral again (just to troll him). Then the experiment always goes wrong and the quest continues.
It's probably intended that the OCV surprises the player. And maybe the OCV is supposed to accompany you for most of the playthrough. But from my point of view the game could also well be designed so that the player never has to activate the OCV at all if he doesn't feel like it. I'm not in the mood for them right now and i know how to prevent them forever. A new player won't know this. Right now the Yaki quest lures you into the OCV stage a bit. And you don't seem to be able to mess around with Yaki without also getting OCV.
In my first game i only ever dealt with pirates/xenon and then almost immediatly the OCV. I know pirates were OP and it all got rebalanced in many patches since then. But my current game is the first time the factions can be the star of the show. And having no enemies which are spawning from thin air at all feels so much better so far. You know what would be cool? A gamestart after the Xenon stage. Player gets 8 sectors mostly in the same area. Full of factories from the usual factory template for the NPC's. Starting resources for everything. Three fleets, sized like your usual NPC task force each lead by an M7. No pirates, no Xenon, no enemies. But also almost no empty sectors left.
Edna wrote: ↑Mon, 24. Aug 20, 10:35
One last thing: Keep in mind you can prepare your fleet using the Dry Dock perk of Outposts, meaning you can save up your assets without maintenance costs. It's a game-changer in the OCV stage.
When i first read about this new perk i thought that it is a plain cheat and shouldn't be in the game. I also didn't feel the need to choose it yet (on day 4 with 21 sectors, 23 million credits. And i build almost all my military ships only with flawed or mediocre quality and all M1/M2 at garbage level with the maintenance kit)
But as you say, the Dry Dock is probably required for the massive fleets you need for the OCV. I just didn't reach that far in any playthrough yet.