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  #1  
Old August 29th, 2003, 02:16 PM
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Default Re: SEIV Meets Murphy\'s Law

- This will be the Last turn I *yawn* play tonight...unless something really bad happens.
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Old August 29th, 2003, 02:21 PM
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Default Re: SEIV Meets Murphy\'s Law

Choosing a colony type and atmosphere for a game is like playing the stock market--no matter which stock you buy (or colony type/atmosphere you choose), it will be the worst one.

Your enemy will be heavy into fighters during the game you decided to skip PD research. And, having scurried to respond and refit, you will discover your enemy has discarded fighter tactics.

No matter what game you are in, your dependence on the game's ability to "evenly space opponent's" will be inversely porportional to the distance between empires.

The more your success in battle depends on your "Wall" formation facing the enemy, the more likely it will resemble a string of lemmings or ants marching single-file to death.

When you decided you have sat at a warphole with your 100-ship fleet long enough and give it order to move to a better location, that will be the same turn your opponent has decided to throw caution to the wind and "go for broke".

The more frantically you spend research on obtaining Null weapons, the more likely it is your opponent never researched armor (or shields).

No matter how many planets you have in a system under attack, the enemy will always make a single successful attack on one planet, the one that had the Space Port. The chances of this increase in direct proportion to the number of your colonies in the system that depend on that Space Port.

Given a choice of 2 warpholes to explore, you will always discover you made the wrong choice and that the best planets are in the one you didn't chose. You will discover this when, and only when, you backtrack and arrive 1 turn after your enemy has colonized the best planet.

[ August 29, 2003, 13:23: Message edited by: Slynky ]
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Old August 29th, 2003, 03:30 PM
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Default Re: SEIV Meets Murphy\'s Law

When modding murphy's law applies in spades!

When I think I got all of the bugs fixed, out pop about 10 more. It is a never ending process and one that I would like to get finished so I can upload the ST mod to PBW. (Of course after doing so a bunch more bugs will come up.)

In game, well I guess when my home systems star exploded leaving me with a colony moon in another system would count.

PBW when I hosted my first game and started on a moon. The Borg made short work of me.

When making ship sets. Poeple never download them, or I loose the work to a HD failure. *SHUDDER*
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Old August 30th, 2003, 01:34 AM
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Default SEIV Meets Murphy\'s Law

I'd like to start a new thread for eveyone to post their observations as to how Murphy's Law unfolds in SEIV. Let me post a few starters...

- Terrain ain't neutral (especially in Fyron's Quadrant Mods)

- Any ship can be a minesweeper... once.

- Professional strategists are predictable; the galaxy is full of dangerous amateurs.

- The enemy invariably attacks on two occasions:
a) when they're ready.
b) when you're not.

- Plasma Bomb Vs are the ultimate close support weapon.

- The easy way is always mined (and satellite-ed too).

- The worse the terrain, the more direct line it is to the enemy's systems.

- When you have secured the system, make sure the enemy knows it too.

- There are *never* enough Mineral planets.
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Old August 30th, 2003, 05:40 AM
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Default Re: SEIV Meets Murphy\'s Law

Here's some from me...

1) Fortify your forward warp points well enough, and your enemy will make a new one behind you for certain.

2) When you have secured a system, don't forget to tell the enemy.

3) Alliances are essential, they give your enemies someone else to shoot at.

4) War is based on deception...deceive the enemy, not yourself.

-and Last, but not least-

5) No matter how well assembled, no formation/strategy survives first contact with your enemy (particularly when using "strategic" combat ).
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  #6  
Old August 30th, 2003, 08:07 AM
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Default Re: SEIV Meets Murphy\'s Law

not paying enough attention to your colony ships is a sure way of trying to colonize an ice planet with a rock colonizer.

oh, just a few more turns...
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Old August 30th, 2003, 02:06 PM

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Default Re: SEIV Meets Murphy\'s Law

"Murphy was an optimist"
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Old August 30th, 2003, 04:22 PM
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Default Re: SEIV Meets Murphy\'s Law

The more expensive the ship (stellar manipulators)the easier it is to loose it in a combat zone.
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Old August 30th, 2003, 09:18 PM

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Default Re: SEIV Meets Murphy\'s Law

your planets will riot when you ship off the troops to make a ground assualt on any enemy planet. even if they were happy before
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Old August 30th, 2003, 09:36 PM
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Default Re: SEIV Meets Murphy\'s Law

The one ship you lost in the Last battle was one of:
1) Your most experienced one.
2) Your repair ship.
3) The stellar manipulation ship the rest of your fleet was there to protect.
4) The minesweeper that would have saved your fleet from the minefield it entered after the battle, and was annihilated.
5) Your troop transport, causing your fleet to wipe out your own defenseless population on the planet you were trying to re-capture.

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