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  #1  
Old June 12th, 2001, 08:18 PM
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Default Re: Turn order in Strategic Combat

I disagree with the part about warp points. When you go thru one you never know what is on the other side. therefore when you go thru and the other player has defenses set up on warp point it only makes sense that he would get lst shot. That's why you should send in scout see what defenses and their strenght before you send thru your fleet. This forces you to reorganize your fleets to meet and defeat his defenses. As for reg combat in systems, I always notice that it doesn't matter who fires first, its who moves into range lst. Therefore who comes in range lst, fires first. I would suggest you use tactical at least for large or important battles that way you could move so you always would get the lst shot.

just some ideas mac
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Old June 12th, 2001, 08:28 PM

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Default Re: Turn order in Strategic Combat

You can't use tatical combat in simultaneous games.
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Old June 13th, 2001, 12:02 AM
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Default Re: Turn order in Strategic Combat

Not to mention the fact that it's a multiplayer, so still no TC.
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Old June 13th, 2001, 03:41 AM

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Default Re: Turn order in Strategic Combat

This is really bad news. It means that all those fire once every 3-4 turn shield/armor skipping weapons will rip the guts out of your ships if you both start in close proximity as usuall at a warp point.
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Old June 13th, 2001, 05:45 AM
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Default Re: Turn order in Strategic Combat

I think that's what Brainsucker's so annoyed about.

So, it begs the question, how to work around this?

a possible solution would be to open my own warp point and scoot thru before the other side could react.
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Old June 13th, 2001, 07:07 AM

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Default Re: Turn order in Strategic Combat

That reminds me that it would probably be wise for me to have warp point opener and closer components on one of the several starbases at my 27 warp points. Slam the door in the face of enemy fleets until reinforcements arrive. Maybe they would also run out of gas dithering after I slammed the door in their faces!
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Old June 13th, 2001, 12:04 PM
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Default Re: Turn order in Strategic Combat

I think the best workaround is to either avoid serious combat altogether (with clever use of mines, sabotage, diplomacy =-) or to design your fleets, ships and race to compensate for the disadvantage- multiple targets with lots of defence modifiers, shields, pdc, regenerators and armour will give you a better chance of surviving the first round in warp point combat, and long range weapons might give you the first shot in regular combat.

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)

Personally I think this one needs to be near the top of MM's "to do" list.

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