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Old June 4th, 2002, 06:59 AM
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Default Re: Varied questions: mines, sats, experience

One of the strengths of SEIV is its balance. To me it is so artfully balanced that no part of the tech tree can be ignored. With that in mind, I can't agree that mines are near to useless late in the game-- else why am dragging two or three minesweepers along with my fleet of dreadnaughts? If nothing else, it forces caution. That mines can defeated only serves to indicate the balance in the game.
One could argue that ecm and combat sensors are useless late in the game because everyone has them. Maybe we should agree to redesign our ships on turn 100 to not include these components and add another gun instead.
The balance is there to be used as you wish. It is those differences of opinion on what is best that makes the game interesting-- and eminently replayable.
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