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April 19th, 2002, 09:44 PM
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Colonel
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Re: New player struggling
Gryphin, you are dead right
IMHO, fighter bays on each ship (just 1 supported by 1 or more cargo bays) is quite cool. Very Star Wars, very Babs 5
there is not enough threat to have whopping loads of PD, but enough to make a good difference, especially armed up to the tens with FRAMS
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April 20th, 2002, 12:37 AM
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Private
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Location: Los Angeles California
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Re: New player struggling
This thread is one of the reasons I bought this game. A lot of damn helpful people.  I have a few points and a question:
In regard to mines, they are a huge AI killer and I see both points to that play style. I like using them at warp points to slow down the really aggressive AI like the Romulans and Cardassians (if you are using those ships)
I am having a problem with sats though. I did not really use them since the patch but I put cloaking armor on them and after I cloak them, even if I decloak them, they will not attack enemy ships unless there is a ship of mine there too. Any ideas on this one or is there something I do not know about sats?
Fighters are a HUGE bonus to your fleets but you need super amounts of patience to do the whole fighter thing right. I prefer fighters at planets more than than WP because they can leave and attack a ship before it even gets there if needed.
Lots of good tactics here, can't wait to try them out in my next game.
Thanks all.
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April 20th, 2002, 01:02 AM
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Brigadier General
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Re: New player struggling
They can't attack at WILL unless your ships are there.
Satelites are cheap way to guard your planets early on game. Later on, their lack of space and bonuses that other units have makes them worthless, unless you plan to build them to detect hidden ships.
Although satellites will attack as soon as an enemy ships get in there.
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April 20th, 2002, 06:31 AM
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Brigadier General
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Location: Ohio, USA
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Re: New player struggling
Andy, defending wormholes is probably the best defense, however, remember if your playing human,and they get the wormhole building/closer, (can't remember names off hand) then your wormhole defense becomes far less affective unless you in turn build the system shield that prevents opening and closing wh in that system. So when playing a human player, you may want to research the shield earlier then if playng an ai
be careful, be very very careful
look to the sky
its "THEM"
just some ideas mac
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just some ideas Mac
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April 20th, 2002, 07:30 AM
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Brigadier General
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Re: New player struggling
Wormhole Builder: Gravitational Quantum Resonator
Wormhome Closer: Gravitational Condenser
Sounds like something outta trek to me
"Captain! the Gravitational Quantum Resonator has created excess amounts of fictons needed! It's created a gateway to another dimension!"
"Logic indicates..."
"Damn your infernal logic! You're dead!"
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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April 20th, 2002, 07:57 PM
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Lieutenant General
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Re: New player struggling
quote: Originally posted by Gryphin:
Ok, here is one:
Armor vs Shields
Which do you develope first?
Against Humans?
Against AI?
Against Humans I will develope Armor only as a rapid way to Stealth Armor.
Against the AI I will always go for Armor because I know I can capture ships with Shields.
One Light Carrier with Shields will give me a huge amount of Tech.
Hmmm, I always develop armour first. The reason is simple: both humans and TDM AI races (medium+ bonus) have PPB at turn 30 or even before. Corresponding phase shields need much more research investment.
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April 22nd, 2002, 10:48 AM
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Colonel
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Re: New player struggling
Andy, defending wormholes is probably the best defense
And again I would make the point that if you are playing ANY Version of the AI, I would consider it unsporting to use mass warp point defence against them, same reason I wouldn't use fighters or mines - it makes it far too easy
Now against humans, anything goes
Now, just to prove that I have no friends whatsoever (my excuse is that I find it hard to find opponents of my calibre!!) - I currently have a game going where I am playing 2 empires. The game is based in a meld of the Starfire/Startrek universes and I have renamed stacks of components to provide a more Starfire feel. The point of this is purely for me to fight two different play styles at once and Andy, I reccomend you give this a go as I have found it very useful for finetuning my designs
Eg one empire is the Solar Federation,a human empire who build a combined arms fleet with a broadly equal match between missile armed and beam armed vessels -
the other empire is the Khanate of Orion, these boys build weird designs and every vessel has fighters
the punch ups have an interesting flavour to them
[ 22 April 2002: Message edited by: Growltigga ]
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