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I've owned this game for quite some time. I know it's very highly regarded and I love the concept of a tactical RTS space battle sim. So I really, really want to like this game. I've tried to get into it several times. And at first, it's all good fun, the first few missions are entertaining.

And then we leave the solar system and get to the enemies with shields. And that's where my enjoyment ends. Now the battles become multi-minutes slogfest with all my ship's best anti-shield weapons, just to get a 10 second window in which I can hit the actual ship. Those shield-piercing precision weapons that I take with me in a vain hope to nail critical systems while the shield is still up don't do much. And when you get to missions like the defense against the siege laser or the larger fleet battles, I lose all feeling of control and I get the impression that it's pure luck whether I manage to complete a mission or not.

Since everyone else seems to be having so much fun with the game, I'd think I'm doing something wrong here. I want to give the game one more try, but I want some advice from people who did enjoy the whole game. How are you supposed to efficiently fight shielded enemies and keep your fleet units in line? Any general strategy tips you can give me are appreciated.
It has been a very long time since I last played this so don't take my tips too serious.
One thing that is very important is equiping your ships before you start the mission, one of the critisisms some gamers have about this is that it requires a bit of trial and error.
Further, fleet tactics are mostly quite simple in general and are mostly based on using your firepower as efficiently possible, so prioritise targets according to biggest threat, mission objectives or in a way that insures your greatest chance of survival and have all ships fire on a single target if nessecary.
Hmm, well, I did always spend time equiping ships, but maybe I picked the wrong equipment. It's been a while since my last attempt too, but IIRC I generally put anti-shield weapons on the small escort ships and had everything focus fire on a single target. And yet it still tended too take entirely too long to bring the target's shield down for a few seconds before they came right back up.

I can try playing around with the equipment, but unless I'm wrong and this makes a huge change from my previous experiences, it might turn out that this game just isn't for me. Would be a shame.
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bificommander: Hmm, well, I did always spend time equiping ships, but maybe I picked the wrong equipment. It's been a while since my last attempt too, but IIRC I generally put anti-shield weapons on the small escort ships and had everything focus fire on a single target. And yet it still tended too take entirely too long to bring the target's shield down for a few seconds before they came right back up.
The thing is, I vividly remember how I had exactly the same feeling when I first played Nexus (especially the Siege Laser part, which was the mission where I had officially quit the game). Years later, when GOG made Nexus available again, I played the game again. And you know what? It was a breeze! Well, maybe not *that* easy, but I had read the Nexus Walkthough (http://www.ign.com/faqs/2005/nexus-the-jupiter-incident-walkthrough-587655) and watched Let's Play videos on YT. Also, my monitor had a 1920x1200 resolution instead of a meager 1280x1012, so this too gave me more control over what I was doing.

Nexus is indeed a lot about trial and error, and most importantly: using your space key (pause) very very often. It does take its time getting used to, but I think it's ultimately a very rewarding game.
I'm much in the same situation as the original poster. After I left "our" solar system, the first mission puts me against a carrier and about 6 smaller ships. My weapons don't seem to do anything against shields (I brought supossedly shield-breaking weapons). My fighters (I got the updated ones) get ripped to shreds by gunboats (is it not supposed to be the other way?).
Once shields are down the enemies go down reasonably quick. Still, the best I could manage was to destroy three of the small attackers. Then my weapons get destroyed and all I can do is fly in circles and watch the hull ticking down.

It just feels like I fail to grasp something very basic about the game.

Difficulty level is "experienced", btw.
[Part 1... The Basics]

The thread is 2 years old but the questions are probably still valid for new players. I had basically the same problems, so I am writing how I solved it and what bits of advice I found scattered around.
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bificommander: And then we leave the solar system and get to the enemies with shields. And that's where my enjoyment ends. Now the battles become multi-minutes slogfest with all my ship's best anti-shield weapons, just to get a 10 second window in which I can hit the actual ship.
Well phrased.
The enjoyment does not need to end, though.
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bificommander: And when you get to missions like the defense against the siege laser or the larger fleet battles, I lose all feeling of control and I get the impression that it's pure luck whether I manage to complete a mission or not.
That's a tough one. I am not really sure how I succeeded,, either, at the 3rd try. One key element is for sure to stop the siege laser from getting used by attacking one of the ships connected to get the siege running. And for this usually I had to leave the fortress shield and tried to get rid of the battleships as fast possible. No battleships no siege laser.
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bificommander: Those shield-piercing precision weapons that I take with me in a vain hope to nail critical systems while the shield is still up don't do much.
There are 3 different weapon types:
1) Anti-shield (energy weapons): shells (normal), bombs (heavy, area)
2) Anti-device (tactical): light laser, heavy laser, gunboats (squadrons)
3) Anti-hull (destructive): guns (normal), plasma (heavy), torps (normal/heavy) and missiles (heavy, area)

This means there are 2 approaches possible vs. shields:
A) Tactical anti-device weapons
B) Anti-shield weapons

With only a few ships or even just 1 to your disposition, you should concentrate on one approach, either anti-shield OR anti-device weapons. You also need destructive weapons and often you haven't got enough weapon slots to use all 3 weapon-types. And it's not only a question of slots but also to achieve the necessary firepower to overwhelm recharging shields. With bigger fleets in your hands, you can, perhaps even should, use all 3 weapon types. Due to their different range, they work quite well together.

Before we go in depth into lasers and energy weapons some very important things about how some basics work in Nexus.

POWER SUPPLY, NUMBER OF WEAPONS, ATTACK ORDERS
My first thought to equip the ships in a way that each has a specialized role was not a good one. If this ship is lost you might be helpless because no other ship can take over the role. Another reason: power supply! Your ships, even when equipped with the best generators, can't use all their weapon slots at the same time. While they will do so when you force them by manually appointing each weapon to a target, their fire rate will be greatly diminished. It is better to let the inbuilt "battle computer" of the ship do its work:

* "F5 drain shields" to get your shell anti-shield weapons working (long range area energy boms are NOT used).
* "F6 attack device" for your lasers.
* "F7 destroy hull" for your destructive weapons.
* "F8 artillery": IMHO better stay away from this one but do it manually: missiles are always in short supply and area weapons need careful usage.

So if you see that none or not all of your weapons of a type do fire, this might be caused by

1) distance
The ship might be too far away and is still in the process to get into the range your weapons can fire.

2) position
Each device has a certain place at the ship and your ship needs first to manoeuvre into a position where it can reach and fire at the device. This is also true for your own weapons. For example a missile can't be fired if your ship shows its rear to the target, you need to at least slightly change the angle and turn back on course after the missile was fired.

3) power supply
As already hinted at above, mostly you have only enough power to use 3 weapons at the best recharge time at the same time and that's with a good generator. Might be even only 2 weapons if you have a weak generator. That's when you might manually raise the power to weapons (left lower corner) and what the energy cells in the equipment list are for, a power reserve which is then used up (shown in the pointed line above "Supply"). Or you save your energy reserve for other tasks and emergencies and cut down the number of this weapon type the next time you can change your equipment. Or get a better weapon generator.

4) weapon damaged
If you are under heavy fire, it might help to take a look at your repair list to see wether the weapon in question might be out of action. If that's the case, probably also other of your ship's devices are damaged and it is high time to set priorities for your automatic repair facicilites: there is a small number next to each listed device, higher numbers raise the priority the repair task gets. Once a device is completly down, it can be repaired only at a dock (next equipment phase). As nice as weapons are, higher priority should be given to your flaks, shield, engines, generators. Unfortunately your changed repair priorities get reset for each new mission.

[Part 2... lasers & gunboats vs shields]

A) TACTICAL ANTI-DEVICE WEAPONS vs shields
Device identification
The key for using tactical weapons is that you first need to identify the devices. When you click on an enemy ship a box pops up at the top of the display. At first you get only limited information about its equipment or none at all. The closer you get, the better your sensors (which should be switched on), the more information you get. Usually the first identified devices are the weapons in use. If you finally identify the shields, click on it, it starts blinking which is the commando for your lasers and gunboats to concentrate on that device. If there is flak, and you are using gunboats, priority should be given to shut down those first. Until the shield is identified, mark another device as target. What device is perhaps a matter of taste. My personal priority:
1) combat engine: That engine is specifically to make things harder for gunboats and lasers, it rolls the ship so the targeted devices get out of the fire line. Egnines are also easy targets and bringing it down will go quite fast (if you are somehow in position or have gunboats).
2) flaks: Only when you have squadrons out there. Your fighters take care of enemy fighters, your gunboats of the flaks and afterwards your squadrons are almsot totally safe.
3) missile and energy bombs: Only when some of your ships are endangered by them: not in close combat but at a distance and might get targeted.
4) shields
5) weapon generator or other engines
6) anti-shield weapons
7) other weapons

Gunboats
As a matter of fact Gunboats also belong to the tactical anti-device weapons and they are quite good at it when it goes against single ships or a small group. Against bigger groups with lots of flak systems they tend to die like flies, though. With ctrl-leftclick choose the gunboats and point them to one ship you want the devices disabled asap. If there are enemy fighters/gunboats, send out your own fighters for defense, mostly the easiest order is also the best: with "F8: patrol fleet" they will take care of the enemy squadrons and will also try to shoot down incoming missiles. You have already noticed that the short cuts for orders are different for ships and squadrons, haven't you? F8 for ships: artillery, F8 for squadrons: patrol. Sometimes, if the enemy uses missiles, it is wise to deploy some fighter squadrons to specifically defend your biggest ship (choose the squadron and just click on the ship they shall defend). Your squadrons are also faster than your ships, so in an ideal situation your squadrons have already disabled the shield when your ships come into range to do the rest.
As long as 1 ship per squadron survives, the squadron will be automatically and without cost brought up to full strength between missions. In long battles it is worthwhile to call home to ship (F1) heavily damaged squadrons where they get repaired and refitted. The state of your squadrons is shown with the small bar under them and more detailed in a box located at the lower left corner when you click on a squdron. By the way, the numbers there show how many shots they still have, usually plenty, for bombers number of bombs are shown.
While gunboats are fine (and fun), priority should be given to your ship weaponry, though.

Lasers
They come as light and heavy ones. Since the shield is still up, the light lasers aren't of much use IMHO, so you need heavy lasers which have the additional benefit of better range, around 10k but slower recharge. Between 2-3 heavy lasers, depending on ship class and power supply, you should equip per ship if you go the laser way vs shields. After we have covered the basics already above, the appproach is simple and streaight forward. Choose your target-ship wisely, make sure to target the shield by clicking on it, choose several of your own ships with ctrl-leftclick and order them with F6:attack device to do the job as fast as possible. Once the shield is down, switch to F7:attack hull.
Post edited November 26, 2015 by Altruist
[Part 3... anti-shield weapons]

A) ANTI-SHIELD WEAPONS
Since shields are recharging, you want to use the most possible overwhelming firepower against them, so concentrate your fire on one enemy and choose that one wisely (that's what a captain or flag officer is for).
Each ship should be equipped with at least 1 anti-shield weapon and no more than 4 (remember: power supply). 4 need already support by your reserve power, so best is 2 or 3 depending on the number of slots and size of ship.
Energy bombs are strong, have an area effect, a very long range (upto 20k) with the disadvantages of very slow recharge and that you better not use them if any of your ships are nearby (if you have several ships and in doubt, check the distance on a target by cliking on each of your ships and look at the distance they have to the potential target). So you use the energy bombs mostly only at the beginning as a far-rage attack. To make the best usage of their area effect, they are best aimed against a big enemy-ship surrounded by several smaller ones. Often enough the area effect is sufficient to bring down the shields of the smaller ships nearby while the big one has still some left. If you have missiles, this is the moment to let them loose (or even better send several energy-bombs against a pack of enemy-ships and shortly afterwards but before they hit already 1-2 missiles and you take out already most of the smaller ships... if the missiles are not shot down by enemy flak or fighters). Getting closer you switch to your shell weapons which have no area effect. Remember: Shields recharge, so even if a shield is down, it is wise to keep at least 1 or 2 shells still directed against that ship to ensure that the shield keeps down (you'll have noticed that your own shield needs to reach a certain minimum charge until it deploys, you want to make sure that the enemy ships stays below that).


SHIELD DOWN
Only AFTER the shield is down, it makes sense to use your destructive anti-hull weapons. Again, overwhelming firepower is good. The faster the enemy ship is down, the earlier it can't fire anylonger, the faster you can direct your remaining shells still deployed against it to the next target. You don't need to actually destroy the ship, as soon as its name gets greyed out, the crew leaves the ship and it is out of action and all its weapons go inactive.

[Part 4... fleet management]
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bificommander: How [...] to keep your fleet units in line? Any general strategy tips you can give me are appreciated.
I did a mix of the following:

a) Pause with the "space"-key is your friend. I use it extensively (but I am usually a round-based game player who got unexpectedly hooked by Nexus) to switch to my ships to check their state and their target's state. Zooming in and out to get a clearer picture of where my ships are located and where the enemy to decide with what whom to attack next is also what I do in "pauses". Sometimes I also follow the line of fire a specific ship of mine is under fire if it gets into problems. Sometimes it is possible to move it out and/or bring another ship inbetween to take the fire instead.

b) As mentioned above, use the given shortcuts for attack orders and let the battle-computer do its job. While I did a lot of manual attack orders, at one point I realized that it drives one crazy AND that it is often enough sub-optimal. So it is better to reserve the manual orders for adjusting power supply and for some specific weapons like missiles and energy bombs (for those I turn off the automatic).

c) Organise your ships into tactical formations or battle-groups
If you have several ships choose them all with "a" or several with ctrl-leftclick or even better: assign them into groups. First ctrl-leftclick on ships, then ctrl-1-4 and those ships belong to one group you can fast-choose by just typing 1 or 2... (upto 4 groups are possible). It's fun to manually order around upto 4 ships but with even more it gets rather confusing, so organise them into battle-groups of 3-4 ships and handle them as independent formations. They do it the same in reality for a reason.

d) Paper and pencil
Well, I mentioned that I belong to the nerdish round-based game player group who love maps and to take their time to think it out. So I use pen and pencil to write down a list of my ships, their weaponry, assign them to a group and mark the leader ship of each group.

e) Group orders
When a mission starts, the very first thing is to assign the ships to their battle-group. Let's say I have 2 groups: 1 and 2. Then I choose group 1, with that all ships of group 1 get highlighted automatically, another ctrl-click on the leader ship and it gets deselected while the other stay selected, a right-click on the leader ship and with this all other ships in the formation got the order to follow and defend the leader ship. Repeat with group 2. Voila! Now you have 2 groups with each a leader unit. Now you only need to give any move orders to the leader ship and the rest will follow. Thus you avoid specifically that your small ships run away and get slaughtered (en detail) by the enemy before the big guns are even close.
Attack orders are also much easier. Choose your group with just one key: 1 or 2. Another F5 or F6 and on they go.
If you are using squadrons, I usually choose all fighters and deploy them with F8:patrol while the gunboats stay in the hangar until needed. I'd wish for more than just the "S"-shortcut which selects all squadrons, better would be different short-cuts for each fighters, gunboats and bombers.

f) Manual orders
With the list on paper in front of me, I can see without searching thru all ships, which one has the far range missiles or energy bombs and I usually try to fire them all at once at all ships during a pause. Then I switch to one leader ship again to see the battle enfold and when its missiles/bombs have recharged, so they have also on all other ships... time for another pause and shooting of the big weapons that need special attention.
Surely this organisation is not needed when there are only a few ships around but for great battles with upto 8 or even more ships against overwhelming forces this helps a lot.
During the pause you can also check wether the power supply needs some adjustment for weapons or shields, some squadrons called back for repair, new targets appointed... true real-time-players might feel this as taking away the thrill and speed of action but, hey, it's a game for fun and everybody as she or he likes it the most.

[Part 5... addon]

If you are stuck in one mission (did happen to me at the start a lot), here 3 walkthroughs I found helpful especially because they have different approaches and show that there are many ways how to solve the missions, so rather have fun experimenting than just follow any given advice word for word:
walkthrough:
http://www.ign.com/faqs/2005/nexus-the-jupiter-incident-walkthrough-587655
http://www.gamefaqs.com/pc/525559-nexus-the-jupiter-incident/faqs/40842
http://www.neoseeker.com/nexus-jupiter-incident/faqs/127477-nexus-tji.html
Post edited November 26, 2015 by Altruist