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  #1  
Old August 12th, 2003, 04:54 AM
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Default Re: impressions of Pirates and Nomad mod?

Quote:
Originally posted by Captain Kwok:
I haven't played P&N often, but it seems like a fun mod if you subtract the population modifiers that can really drag on construction for some basic facilities - even with large populations!
That is only in the PBW Version. The non-PBW Version does not have that.
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Old August 12th, 2003, 05:08 AM
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Default Re: impressions of Pirates and Nomad mod?

Fyron:
Since he mentioned the three-talisman thing, he must be talking about the latest Humans-only PBW Version.

-----

The low level talisman is quite impractical. Especially considering the QNP system, which forces you to spend more space on engines at the expense of weapons.

I would say offhand, that the first talisman is only worth it on Bases or Baseships.
The top level talisman is only worthwhile on the bigger ships, say Battleship or higher.

For the smaller ships, use the Talisman mount. You sacrifice the extra damage of a large mount, but don't have to include a talisman component.
A nice tradeoff IMO.

-----

As for the Pirate/Nomad advantage; Unless its a roleplaying game, a Pirate or Nomad dosen't stand a chance. The regulars will eventually be able to clear the storms and overwhelm with sheer numbers.

Choosing more than one trait from the Pirate/Nomad/Normal trio is considered blatant Cheating, unless the game is specifically set up to allow it in big, bold lettering

For a multiplayer match, you may consider letting players choose either Normal or Pirate+Nomad.

-----

Idea:
How about a game of Normal-race Newbies vs Pirate Veterans, which would be both a challenge for the vets, and a survivable learning experience for the new players!
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Old August 12th, 2003, 05:26 AM
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Default Re: impressions of Pirates and Nomad mod?

That's a neat idea, SJ.

Another idea is that a pirate or nomad might team up with a normal empire, to make the best of both advantages as a team. It would also allow the pirate to strike at nominal allies of the normal empire.

Also, pirates and nomads could use diplomacy to offer their unique services to multiple Normal empires, in exchange for resources, bases, planets, trade, etc.

PvK
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Old August 12th, 2003, 05:28 AM
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Default Re: impressions of Pirates and Nomad mod?

Quote:
Also, pirates and nomads could use diplomacy to offer their unique services to multiple Normal empires, in exchange for resources, bases, planets, trade, etc.
Heh. Try a Nomad race with all 6 racial tech traits, plus Living Ships.
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Old August 12th, 2003, 03:39 PM
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Default Re: impressions of Pirates and Nomad mod?

One of the bits I really like in the PBW Version is the way fighters use small-mounted ship weapons (and shields).

WMG-fighters!
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Old August 13th, 2003, 03:38 AM
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Default Re: impressions of Pirates and Nomad mod?

Aren't the Micro/Mini/Small fighter mounts in the latest non-PBW Version?
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Old August 13th, 2003, 04:19 PM

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Default Re: impressions of Pirates and Nomad mod?

My opinion about this mod : Very interesting but very hard to play when you're a pirate or a nomad.
Against AIs, you have to know the game by heart if you try to play those. In PBW, you need a normal race as a strong ally to keep alive, I think.

BTW : don't forget the ultimate pirate shipset :
http://sotas.clan.st/pirates
(available on PBW... when PBW works!)
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