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Re: "Gamey" tactics like "Rock, none" races
I don't like the Talisman because I don't think anything should be 100% guaranteed. If it had isntead something like a +50% to hit bonus (stacks with Combat Sensors), it would be much better for gameplay.
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Re: "Gamey" tactics like "Rock, none" races
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- Having three ship-training facilities on a sector is better than having only one. - Using PPBs in the midgame is better than using anything else. Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works. - Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is. -spoon |
Re: "Gamey" tactics like "Rock, none" races
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I would say that PPBs are probably the best all-around weapon in SE4. They can target anything but seekers, do major damage compared to other direct fire weapons with the same fire rate, and they are fairly inexpensive when compared to other, more powerful, weapons. Quote:
This is a definite advantage and one that is in many cases used as an exploit to quickly defeat newbies. However, combine this advantage with multiple ship training facilities per sector and the religious talisman and you have ships which are virtually invincible, but skilled players have a way of making cocky arrongant SOBs(*tries to look innocent on both counts*) who use a multiple advantage to try and gain a major edge $h1t themselves in surprise when they pull a suprisingly effective new strategy out of their @$$ and use it to defeat such a multiple advanatge. [quote][QB] - Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.[quote][QB] I'm not familiar with this one as I have never actually played with Maintenance Reduction as a characteristic. What is the problem with it? |
Re: "Gamey" tactics like "Rock, none" races
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However, I do think it's pretty close to the most powerful device. Like Fryon, I also dislike that it's 100% (I prefer what I did in Proportions, which is to make it offer bonuses that slowly get better but also more expensive, and only a massive research effort will get the always-hits ability). Getting ganged up on is more powerful, though, especially if it happens before the device is developed! Quote:
I imagine in this game they fought each other, and/or were ganged up on, and/or they got smashed before they could deploy the talisman effectively, and/or they didn't use proper taliman tactics or designs. Quote:
PvK |
Re: "Gamey" tactics like "Rock, none" races
this is just sillyness. everything can be countered by something else, there is no fixed way to win. there are some things that are not so usefull, but there are no things that are always best to use.
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i appologize for my inflamitory remarks. i am a very small person. please moderate me down. |
Re: "Gamey" tactics like "Rock, none" races
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You plan and strategize and think you have it all worked out and then still get beat anyway, and badly. Or you think you don't have a chance and something happens in the game and you end up on top. It makes me want to play that much more and figure out why it didn't happen the way I expected. If this is what you really believe, I feel sorry for you. Because you are missing the beauty and the challange of the game. It's not about the end. It's not about finding the best course form point A to point B, or the most efficent ways of killing the other guy. It's finding out what you are made of, and what your opponent is made of. I don't disagree with you about your list of things that are smart choices. But they aren't the only choices. There are so many variables in this game that no one strategy can win every time, you said it yourself. And even a very good strategy is only as good as the paper it's printed on. What separates the losers from the winners in this game is not the ones that design the best startegies. It's the ones that counter their opponents strategies the best. And that's not something you can plan. Unless you are playing against someone that plays the same way everytime. http://forum.shrapnelgames.com/images/icons/icon7.gif Now, on to the specifics: - Having three ship-training facilities on a sector is better than having only one. Well, duh! http://forum.shrapnelgames.com/images/icons/icon10.gif But is it better than what you could have used those extra facility spots for? Depends on the spefic game, but I can think of several cases where it wouldn't be. - Using PPBs in the midgame is better than using anything else. Slightly maybe. You might be able to design an PPB ship that would defeat an equal size and tech cost ship in one on one combat. But what would it prove in a real game? Not much. Very few combats are one on one involving empires with exactly equal levels of technical development. Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works. If you are playing against someone that doesn't understand how combat works, you are already unbeatable, combat bonuses or no. http://forum.shrapnelgames.com/images/icons/icon7.gif - Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is. See previous answer. Geoschmo EDIT: Dang it puke. You stole all my answers. http://forum.shrapnelgames.com/images/icons/icon10.gif [ December 21, 2002, 22:04: Message edited by: geoschmo ] |
Re: "Gamey" tactics like "Rock, none" races
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Re: "Gamey" tactics like "Rock, none" races
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, my objections to the moon training are mainly that 1) It makes no sense, and 2) it prevents me from modding an absolute limit of 1% per turn maximum rate, which I want for Proportions mod. As for other options giving an analagous advantage to training, that's not valid in the standard set, particularly with faster than High research costs, because it doesn't take long to research to the max, and since the advantages stack additively, any 20% stacking advantage that your opponent doesn't get (and you can get another 20% with fleet training) is a MAJOR advantage, which can turn the tide of battles, and which in this case costs no maintenance or design space. Quote:
I would say that PPBs are probably the best all-around weapon in SE4. They can target anything but seekers, do major damage compared to other direct fire weapons with the same fire rate, and they are fairly inexpensive when compared to other, more powerful, weapons. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree PPBs are somewhat too cheap, too easy to research, and too potent. However, I don't think they're necessarily the best. For one thing, many players never deploy unphased shields, leaving PPB Users with overly expensive weapons limited to range 6. Unless your opponents are using a lot of unphased shields, APB or MBs are generally more efficient, for example. PvK |
Re: "Gamey" tactics like "Rock, none" races
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As far as your desire to mod that 1% maximum, why not eliminate the sector training facilities and allow all races access to the system training facility the psychic races have in the stock game. IMHO it makes more sense for training to be system wide anyway, and you can limit those to one per system effective. Geoschmo |
Re: "Gamey" tactics like "Rock, none" races
okay, i admit, the moon training thing is really annoying. not so much in the standard game, but more so in games with more moons. like FQM games. when you have 5 or 7 moons in one sector, you can train ships to full in a single turn. THAT could be abusive. I would indeed like a per-sector limit on training. or even an optional per sector limit, in the form of another ability, or a variable, or somesuch.
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