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January 5th, 2003, 04:40 PM
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Damaging Warp Points in P&N
I've been playing games as regular races in P&N lately, cause it seems to have a more balanced and interesting system in general. But every time with Young, Paradise and Spiral Arm, there have been a ton of damaging warp points.
Two thirds of the warp points in my current game that I've seen are like that, and it really makes it hard. It changes the game.
I picked Spiral Arm because when I tried Young system or Paradise even, the damaging warp points
and abundance of nebula systems made it hard to contact other races
Are more damaging warp points part of the mod and I'm missing something? It seems to make the game into a lottery wheel in some parts, its hard to attack anyone or even colonize outside a home system. It seems to make neutrals almost viable.
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January 5th, 2003, 04:53 PM
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Shrapnel Fanatic
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Re: Damaging Warp Points in P&N
Most of those "Damaging" warppoints, aren't actually damaging.
Some are cloaking, some are shield depleting, and others are just harmlessly ugly. 
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January 5th, 2003, 08:55 PM
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Re: Damaging Warp Points in P&N
Well I started a new game with no warp points and I'm already up to 2413.2, and a battle moon with planetoid mount tachyon cannons is being built.
Those things are so large I can just make one design for each and have them all be different. Its lots of fun cause I can put all the stuff i need on one of them.
One interesting thing is, a planetoid mount repulsor 3 can repulse a ship like 230 squares, I assume that would crash the game but I'm curious if anyone has tried it.
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January 6th, 2003, 04:36 AM
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Re: Damaging Warp Points in P&N
Naw, it just flings them until they hit something, be it another ship, or the map edge.
You'd probably be better off with 20 Massive mount repulsors instead of a core mount one
No warppoints, you say?!?
That would pretty much kill the AI; I don't think they'd be able to get out of their homesystem or even build a warppoint opener without scrapping it right away for maintenance.
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January 6th, 2003, 05:42 AM
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Re: Damaging Warp Points in P&N
Then how are you supposed to play closed WP games normally? Wouldn't maintence always kill you?
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January 6th, 2003, 05:50 AM
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Re: Damaging Warp Points in P&N
No, just the AI.
Humans are smart enough to devote all thier resources to the manipulation ship, and to quickly create a warppoint then mothball the creator until it is needed again.
The AI just dosen't handle chokepoints or nasty system types very well.
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January 6th, 2003, 08:18 AM
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Re: Damaging Warp Points in P&N
I played a number of No WP games in the past. The AI always managed to get out of their home systems just fine. They have special AI States for not being connected to anywhere else.
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January 6th, 2003, 08:41 AM
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Re: Damaging Warp Points in P&N
yeah. max tech no warp point games are strange.
the AI will go rampaging about with their warp openers, but will be at a disadvantage against the humans (duh) because theyre just not as smart about it.
the neutrals are funny. they always become the center of the universe, because they just wander around their system edge opening warp points that they never go through, untill they have a full 10 in their system.
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January 6th, 2003, 08:44 AM
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Re: Damaging Warp Points in P&N
this gives me an idea for a game. give the AI warp point openers, in a no wormhole game. start each human player in the same system with an AI. dont let the humans use warp openers (maybe mod it as a racial tech)
people would have to use the warp infrastructure the AI creates, and would have to remain peacefull with the AI (or find a way to co-exist during war). and protect the AI they are using from other players.
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January 6th, 2003, 12:08 PM
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Re: Damaging Warp Points in P&N
Nice idea!
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