I've been keeping it in mind. As soon as we get enough income, we can really push those Red Zones back with Hub/SMARV/Inhibitor combos.
We're kind of
at the level of income where Hub/SMARV options become viable and worthwhile, especially with
Red Zone Containment Lines starting to be less attractive.
I mean, opening up a new glacier mine is fun and all, but that hits diminishing returns pretty fast. And everything else is only marginally more profitable than MARVs are, now that we can spend Tiberium dice.
The tricky bit is doing the hubs- we need to throw two Military dice and some Tib dice at a specific target hub (I nominate RZ-3S, Beirut), let the overcompletion flow (logically to Istanbul and possibly Tripoli?) and then pay in a similar way to do MARV fleets in a big batch the turn after. It might be worth doing this in 2059Q3 and Q4, simply because in 2060Q1 and Q2 we're going to need the bulk of our Tiberium dice working on the Karachi Sprint.
I'm still tempted to drop two dice in to see what the satellites do.
But unless they somehow use Infrastructure dice instead, we don't have dice available.
If it's
really worth it,
Low Orbit Support Satellites might be worth doing with Free dice anyway, but I don't even know what they do.
@Ithillid , I'm sorry to pester you, but in my giant post I think this question got lost in the shuffle. Broadly speaking, the LOSS project unlocked by a bit more
Orbital Cleanup... what does it
do? Orbital bombardment satellites? Reconnaissance satellites? What does "support" mean in context?
Agreed.
With respect to the URLS, it is a bit embarrassing that the air force said they couldn't deal with NOD aircraft effectively. And all we did about it was develop some new missiles and deploy one round of factories. :|
It seems to have solved the problem! Nod's high-performance Banshee-
bis aircraft can still contest with us meaningfully, but in actual combat they're getting traded one for one with our considerably simpler and far more numerous Firehawks. The QAAM high-maneuverability missile does seem to have been an effective counter to the enemy's high performance fighters, even on the Firehawk, let alone on the much faster Apollo that makes for a very high performance interceptor.
We haven't got air supremacy over Nod right now, but we definitely have air superiority. We'll want to develop some new hardware again soon to keep the edge, but we
have the edge for now.
The Super Orca is obviously a big project, not least because it lets Orcas defend themselves and potentially even act as low-end air superiority platforms of their own, engaging and clearing out masses of enemy Venoms, Carryalls, and so on, and posing at least some threat to their higher-performance aircraft.
Wingman drones are likely to be a major augmentation of our firepower and will be simple to operate for land-based aviation, so that's something I want soon... Though frankly I'd rather
deliberately do the escort carrier project first, because that way we get individually smaller, cheaper carriers that can be effective in more places at once, which is the entire point of the project.
...
The one concern is that the enemy may develop aircraft with effective laser point defense against missiles. If that happens we have a problem, because we're heavily reliant on missiles for air to air kills.
Our current demand for missiles is low because the non air force parts of the military saw there are barely any supply and decided to not use them as much.
I mean, the Phase 1 URLS modifications converted all our existing missile factories. Our missile supply may have been "low" before URLS was instituted, but it wasn't clearly low-
ER than anything else our military did.
We haven't specifically gone out of our way to build a huge array of factory complexes making rifle bullets, but we don't worry about an insufficient supply of rifle bullets. The amount we had at game start was broadly speaking
enough.
That will probably change as we up the missile supply and we'll see things like the sandstorm HMLRS back. And backpack rockets for zone armour would make the infantry much scarier and deal with the Nod bio tank creatures.
I'm not saying we don't want to scale up production, just that I don't think Ground Forces are currently
starved for things like antitank missiles.
The plan is to autocomplete it with the discount of the 4th phase of Reykjavik Myomer Macrospinner
This is a bit iffy. Reykjavik Phase 4 is likely to take about ten Light Industry dice to complete, plus about one die to finish Phase 3. And we only have twelve Light Industry dice combined for the rest of 2059.
If we put any meaningful work into T-Glass production (and the leading plans advocate this, though yours does not), then we won't finish the Phase 4 macrospinner fast enough to matter for purposes of completing Seoul. Even in the best case it won't be done until 2059Q4 except in the unlikely event that we spend Free dice on it.
If we
don't work on T-Glass production, then it invites the question of whether we're shooting ourselves in the foot. We'd be (temporarily) giving up the potential for +15 or ultimately +40 RpT of Resource production just to complete a project one turn faster than it would autocomplete anyway.