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  #1  
Old June 3rd, 2002, 10:14 PM

Gryphin Gryphin is offline
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Default Re: Varied questions: mines, sats, experience

The other advantage of sats:
They can be moved.
They make great Sentenals.
They are great Drone killers when playing against the AI. In the game I am playing now the AI repeatedly throws 2 drones at my sats. cheap sats, expensive ship killing drones.

Edit: many many of the sats were over 30 turns old.

[ June 03, 2002, 21:16: Message edited by: The High Gryphin ]
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Old June 3rd, 2002, 10:20 PM

Taera Taera is offline
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Default Re: Varied questions: mines, sats, experience

Well yeah, i've realised the pluses of sats after i've posted, thanks.
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Old June 3rd, 2002, 10:22 PM
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Nodachi Nodachi is offline
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Default Re: Varied questions: mines, sats, experience

I've found sats to be extremely effective, provided you use them in combination with something else.
ex: Missle sats are useless in late game right? Wrong! 100 sats with csm's over a planet that has large weapon platforms using massive mount tachyon projection cannons is something to fear. PDC's are great, but only if they can fire!
That's just one example I'm sure some of the more experienced players can come up with more.

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Old June 3rd, 2002, 10:56 PM
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Default Re: Varied questions: mines, sats, experience

I am designing a Psychic race now that uses sat's with allegiance subverters at warp points. Imagine coming through a warp point and staring 30 allegiance subverters in the face at point blank range!
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Old June 3rd, 2002, 11:11 PM
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Default Re: Varied questions: mines, sats, experience

Quote:
Originally posted by Taera:
So the question finaly formed in my brain:
What is the practical use of mines in large-scale games against human players?
Very well. in the earlier game it gives the advantage to the defender.
A little later, even with LCs loaded with Mine Sweepers II can take out minefields relatively easy, given the 100 mines-per-sector limitatioin.
Are the mines any effective?
For the most part, this is true. You can, however, be sneaky about where you put mines. Your opponent isn't always going to have a mine sweeper everywhere he is sending ships.
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Old June 3rd, 2002, 11:13 PM
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Default Re: Varied questions: mines, sats, experience

Quote:
Originally posted by Gandalph:
I am designing a Psychic race now that uses sat's with allegiance subverters at warp points. Imagine coming through a warp point and staring 30 allegiance subverters in the face at point blank range!
The Azorani AI uses that technique as well. It can be rather... disturbing.
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Old June 4th, 2002, 06:59 AM
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Grandpa Kim Grandpa Kim is offline
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Default Re: Varied questions: mines, sats, experience

One of the strengths of SEIV is its balance. To me it is so artfully balanced that no part of the tech tree can be ignored. With that in mind, I can't agree that mines are near to useless late in the game-- else why am dragging two or three minesweepers along with my fleet of dreadnaughts? If nothing else, it forces caution. That mines can defeated only serves to indicate the balance in the game.
One could argue that ecm and combat sensors are useless late in the game because everyone has them. Maybe we should agree to redesign our ships on turn 100 to not include these components and add another gun instead.
The balance is there to be used as you wish. It is those differences of opinion on what is best that makes the game interesting-- and eminently replayable.
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