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November 27th, 2002, 09:39 PM
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Brigadier General
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Join Date: Aug 2002
Location: Carlisle, UK
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Re: game styles
Hmm there should be a racial tech that uses radioactives, like the organic componenets are made mostly of organics!
Is there any mods that have done that?
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November 27th, 2002, 10:24 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: game styles
Quote:
Hmm there should be a racial tech that uses radioactives
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I think Temporal goes pretty heavy on rads, maybe Crystalline as well. I'm not sure because I haven't played them nearly as much as I have Organic.
Small Electric Discharge is arguably the best fighter weapon in SE IV.
When you look at the research costs, you have to consider the facilities Organic gets you as well. Medical Labs, Gestation Vats, and Replicant Centers all have significant effects.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 27th, 2002, 10:37 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: game styles
Note: I never once argued against the use of organic armor (or facilities, which I think are some of the best racial facilities  ). I only argued against organic weapons.
To me, they are too weak compared to normal weapons to spend time researching them. Even with faster build times of ships, you can't support more of them. Organic ships will die faster than normal, shielded ships, because high level shields are a lot stronger than organic armer (something like 5 HP/KT for OA III, and 13 HP/KT for Shield V). So, the normal ships will Last a lot longer in strategic combat, and the organic ships will die sooner. Combine this with the weaker weapons, and it doesn't seem like a very good late game strategy to me at all.
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November 27th, 2002, 11:16 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: game styles
Is it really so?, If you have a lot of organic armor it regenerates.
Those rammers i built regenerated their entire armor before they where at their next victim, taking them out one by one in the battle.
And yes, you can support a larger fleet if you are organic, as the maintnence is more distributed between organics and minerals. Later in the game it doesn't matter but in the beginning it does.
[ November 27, 2002, 21:17: Message edited by: Ruatha ]
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November 28th, 2002, 12:07 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: game styles
Organic Armor doesn't regenerate when the ship is destroyed in one round. In larger fleet battles, which is typically how se4 combats are vs. humans, ships are usually destroyed or crippled in one round because the enemy ships concentrate their fire upon them. So, OA doesn't normally get the time it needs to regenerate. If you have a ton of it, then your weapons capacity is greatly lowered, and your ships can't do much damage. Organic Ram ships are easily stopped by Ionic Dispersers. 1 shot from an ID goes right past the OA and knocks out most (if not all) of the engines on the ship. Most good players I have seen stick an ID on at least half of their standard attack ships.
Quote:
Originally posted by Ruatha:
And yes, you can support a larger fleet if you are organic, as the maintnence is more distributed between organics and minerals. Later in the game it doesn't matter but in the beginning it does.
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I personally research Resource Converters as soon as I can. Distribution of resources doesn't mean very much after RCs come into play. Before you gets RCs, you can build more Mineral Miners than Organic Farms, and so the distribution of resources again means nothing for maintenance purposes. I very rarely am unable to have enough planets around to get enough Mineral Miners. And, a 20% racial bonus to Minerals production covers this resource distribution problem very well. Better yet, use Monoliths. Then, it really doesn't matter. 
[ November 27, 2002, 22:12: Message edited by: Imperator Fyron ]
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November 28th, 2002, 12:56 AM
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Corporal
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Join Date: Nov 2001
Location: Knoxville, TN
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Re: game styles
I thought there was no carry-over on ionic dispersers. I.e. even if your heavy-mounted ID does 120 kt damage, it can only knock out 1 engine per round, the remaining 100kt of damage being lost as it were.
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November 28th, 2002, 01:05 AM
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Corporal
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Join Date: Nov 2001
Location: Knoxville, TN
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Re: game styles
Nope, I just ran a test and I am wrong. Not sure where I got that from. The damage carries over normally to remaining engines.
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