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March 6th, 2003, 04:08 PM
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Intell defense projects help
I am am getting beatup by intell attacks in a PBW game of mine by 4 other players. All of my defense projects have been stripped of their acculmulated points by now and nearly all attacks slip thru now. I have about 20K points of intell per turn. Would I be better off by having 8 -12 defense projects getting 2k points each or concentrating all my points in 1-2 projects in hope of stopping at least 1 or 2 attacks?
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March 6th, 2003, 05:45 PM
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Brigadier General
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Re: Intell defense projects help
Quote:
Originally posted by stecal:
I am am getting beatup by intell attacks in a PBW game of mine by 4 other players. All of my defense projects have been stripped of their acculmulated points by now and nearly all attacks slip thru now. I have about 20K points of intell per turn. Would I be better off by having 8 -12 defense projects getting 2k points each or concentrating all my points in 1-2 projects in hope of stopping at least 1 or 2 attacks?
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This makes no difference. All your defensive points, whether in 1 project or many are used to defend.
What will help is to research higher levels of Applied Intel. Level CI 2 and CI 3 offer more protection than CI 1.
From the Newbie FAQ (good to read):
http://www.shrapnelgames.com/cgi-bin...;f=23;t=005518
10.1 Intelligence
10.1.2 Of all intelligence projects only puppet political parties has a chance to fail independent of counter intel.
10.1.3 Stolen tech reports (via intel ops) don�t show up under the race:tech tab. Only what is seen in combat shows under race:tech. Since you don�t officially �know� about stuff until it is listed in race:tech, this makes it impossible to target intelligence ops to get them until after combat. bug reported to MM.
10.1.4 Defensive intelligence gets a 120% bonus. i.e. 100 points of counter intelligence cancels 120 points of intel. (settings.txt)
10.1.5 Counterintelligence (CI) points are drawn from points stored in CI projects. If a CI project is allowed to complete, all the accumulated CI points in that project disappear. (Quikngruvn) So it is in your best interest to never let a CI project complete since all the points invested in it get lost.
10.1.6 If you have multiple CI projects, points are �drained� from the project furthest on the right and then move progressively left until all CI is expended. The game does not distinguish points stored in 1 project from another except with regard to bonuses for different levels.
10.1.7 CI projects get a 20% bonus and higher levels of CI projects get a multiplier as follows. 1000 points put into CI projects yield: 1000 x 120% (defense bonus) = 1200 defensive points.
CI1: 1200 x 1 = 1200
CI2: 1200 x 2 = 2400
CI3: 1200 x 3 = 3600 (Suicide Junkie)
Slick.
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Slick.
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March 6th, 2003, 07:55 PM
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Re: Intell defense projects help
Just to make it explicit, you do not have to be spending points in a CI project in a turn for the points stored in any CI projects to be used for defense during that turn. I do not know when this was changed, but one of the more recent patches (I think a Gold one) changed this from how it was before, where not having any points going into a CI project in a turn made all the CI projects unavailable for defense.
[ March 06, 2003, 17:55: Message edited by: Imperator Fyron ]
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March 6th, 2003, 08:46 PM
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Major General
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Re: Intell defense projects help
Wow Fyron that was good news.
I've always had my projects running out eventually. Now I don't need to let that happen do I!
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March 6th, 2003, 10:59 PM
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Re: Intell defense projects help
Since all attacks are getting through anyway, maybe you could forget defense and just go on offense with intel.
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Those who can't, teach.
Those who can't teach, slag.
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March 7th, 2003, 12:05 AM
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Private
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Re: Intell defense projects help
I had thought of offensive intell just to make them waste points on defense. Mostly I just ignore the 3-4 ship mutinies and carry on.
Thanks for the help
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