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March 1st, 2003, 09:43 PM
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First Lieutenant
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Re: retro-multi-model construction???
Quote:
Originally posted by Imperator Fyron:
It is only about 2x as expensive when doing a single step. When doing many steps, the costs get much higher.
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That was with six steps...
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March 2nd, 2003, 01:58 AM
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First Lieutenant
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Re: retro-multi-model construction???
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Two turns for any ship in Turn-Based, since there is not a limit on the number of times you can retrofit the same ship. More or less rendering the 150% limit meaningless.
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Oh, turnbased you can do it multiple times in a single turn! I had no idea! Yeah, seems a little unbalanced to me now...
Quote:
In simultaneous games, about ten turns (just guessing) for a Star Destroyer. Eight for a Warp-point opener.
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I have no problems with this however. Retrofitting once per turn seems reasonable to me.
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March 2nd, 2003, 03:10 AM
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National Security Advisor
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Re: retro-multi-model construction???
Quote:
Originally posted by spoon:
quote: Originally posted by Imperator Fyron:
It is only about 2x as expensive when doing a single step. When doing many steps, the costs get much higher.
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That was with six steps... Spoon, I don't think you are going to get much argument doing a retroseries in a turn based game is quite gamey. But the point everyone is trying to make is that that's against the AI. The argument could be made that anything you do against this AI is an unfair advantage, unless you let your cat play your turn for you. (Inside joke for forum oldtimers. )
But in a simultaneous turn game against other players, the retroseries becomes more expensive because you have to include in the cost of maintenance on your ship for all those turns while you do your thing.
Geoschmo
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March 2nd, 2003, 06:29 AM
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Colonel
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Re: retro-multi-model construction???
lol @ spoon's conversation
retroseries dont seem that much unbalancing to me though - especially in simul.
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March 3rd, 2003, 12:38 AM
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First Lieutenant
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Re: retro-multi-model construction???
Quote:
Originally posted by geoschmo:
But in a simultaneous turn game against other players, the retroseries becomes more expensive because you have to include in the cost of maintenance on your ship for all those turns while you do your thing.
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I don't have a complaint against it with normal run of the mill attack ships. Only with stellar manip ships, where a single ship can influence the outcome of the game. Being able to build a warp-opener ten turns early is a huge advantage.
The extra maintenance on a single ship's first 5 retro-series designs is negligible. Warping directly to your opponents homeworld ten turns earlier is priceless.
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March 3rd, 2003, 02:04 AM
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Colonel
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Re: retro-multi-model construction???
i tend to agree there - perharps MM should ban stellar manip. retrofitting?
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March 3rd, 2003, 05:29 AM
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Re: retro-multi-model construction???
Quote:
Originally posted by Taera:
i tend to agree there - perharps MM should ban stellar manip. retrofitting?
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This can be modded. You can give the stellar manip components the space yard ability, but with no value so they can't actually build anything. This way the game will restrict you from retrofitting to a design that has one.
I suppose it could be a problem doing this. It would allow someone with a stellar manip comp to trigger a retrofit. Although I dount anyone would build ships with stellar manip comps for this purpose. Seems kind of silly when a real space yard is way cheaper.
The only other problem is the AI would probably get confused and try to build stuff in the build queues for these ships. Which would would make the ships not move since a ship can't move if it's got something in it's build queue.
Geoschmo
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