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  #1  
Old January 8th, 2001, 07:01 PM

SunDevil SunDevil is offline
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Default Re: Most useful Intelligence Projects

bump
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  #2  
Old January 8th, 2001, 11:58 PM

Sinapus Sinapus is offline
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Default Re: Most useful Intelligence Projects

I used Crew Insurrection for the first time and came to like it. I got the ships back to my territory since I already had cloaked ships with solar collectors in the target empire's systems and basically made a fleet to bring them back.

I was moderately surprised at the results. I ended up with a few of their most advanced dreadnoughts. Got about 5 levels of High Energy Discharge weapons after I got enough back for analysis.

What was I doing with cloaked ships in their systems? Oh, a large satellite, a long-range scanner III, Hyper-optics III and cloaking device III makes a nice picket.

Are nebula systems supposed to keep ships from being detected? I strung one system with a few sats equipped as above and they found ships quite easily. Oh well. Maybe it's some types of storms that do that.


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  #3  
Old January 9th, 2001, 10:25 AM

Tomgs Tomgs is offline
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Default Re: Most useful Intelligence Projects

I can't remember for sure but I thought that with level 2 detection you can see into nebulas. But without detectors you will not see an enemy ship in that system.
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Old January 9th, 2001, 10:15 PM
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Taqwus Taqwus is offline
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Default Re: Most useful Intelligence Projects

Intel choice depends on taste.

- In general:
Tech theft.

Playing in mondo-huge games, I tend to spend time researching atmospheric plants, research, propulsion, stellar harnessing and so forth while enemies research shields, PPBs, etc. So I steal to fill in the gaps.

- Economic warfare:
Economic disruption /
Resource procurement /
Industrial sabotage

combined w/ biological warfare (colonies will be rioting while they die off) and independent raiding ships. Possibly with space-port smartbombs if you've got 'em. If you wipe out their production base, they won't be able to increase or even maintain a fleet, which makes them easy prey.

- Military:
Crew insurrection and engine bombs. In my experience (PL1, haven't had a chance for PL2 -- been away) it's VERY reliable, even when you target specific ships. That means that if somebody's sending a fleet towards your territory, you can snarf the biggest, meanest ships in the fleet (which will happen at the end of your turn... before the fleet moves against you) and use them to trash the other half. AFAICT, PPP is much less reliable, but when it works (targetting homeworlds) it can be quite nasty, indeed.

Engine bombs are cheap, and a stranded ship is usually worth *less* than nothing to an enemy since it's costing maintenance.

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