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  #1  
Old March 12th, 2001, 09:23 PM
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Default Re: Secret of the 89 Movement point BaseShip

Contrats!,

They will now have to put in a limitation on the number of EP you can have. I think it should be equal to the number of engines you have.

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Old March 12th, 2001, 10:33 PM
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Default Re: Secret of the 89 Movement point BaseShip

Man how many times was this posted.. Richard pelase remove thanks
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[This message has been edited by Seawolf (edited 13 March 2001).]
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Old March 13th, 2001, 02:06 AM

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Default Re: Secret of the 89 Movement point BaseShip

its been reported to mm. I think it should be limited to 1 component per ship- but maybe it could be made self repairing.
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Old March 13th, 2001, 02:25 AM
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Default Re: Secret of the 89 Movement point BaseShip

dup

[This message has been edited by Seawolf (edited 13 March 2001).]
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Old March 14th, 2001, 01:26 AM

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Default Re: Secret of the 89 Movement point BaseShip

Why would it be self repairing? If you did that, it wouldn't be any different than adding more engines or a solar sail. You wouldn't have any drawbacks to using it.

Repairing is too easy as things stand, I don't think we need to exacerbate the problem. I'd rather it work so that you could only use one of a certain type of component per turn, and repairs either cost resources, or took longer (or both).

Just my 2 cents.
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Old March 14th, 2001, 03:47 AM
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Default Re: Secret of the 89 Movement point BaseShip

Crap, I've been using this little trick since it came to me almost immediately when playing my first game. I put at least one emergency propulsion component in every ship I can and then build at least one repair ship doubling as a troop carrier to travel along with the fleet (also with emergency propulsion). You get to use the extra propulsion every turn since the repair ships will repair the whole fleet's components each turn. Try combining colony ships with this idea and you can really spread out fast. I also use this concept for boarding ships. With repair you can board a new ship each turn without having to return to a spaceyard to repair the boarding party components. With a emergency propulsion or two thrown in, no ship or planet is safe. You can zoom in from a full system or two away and take any planet or ship (I love troops and capturing worlds intact) I do like having these self sufficent fleets.

Now, did you have to go and speak up and share this neat tactic with everyone? They'll take away our shiny new toy.

Seriously though, humans will always be able to come up with slime tactics like this. Finding them is a lot of the fun in playing the game. I remember playing Conquered Kingdoms by QQP (great game) and discovering the "Double Wizard Fireball" tactic. Poor AI didn't know what hit it. I could mention the sneaky stuff you can do with combo tractor and repulsor beams but I'm sure most have figured that out already.

Maybe this stuff does unbalance the game but it sure is fun and the AI can't seem to put up a decent struggle straight up anyway so what's the difference?
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Old March 14th, 2001, 04:05 AM
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Default Re: Secret of the 89 Movement point BaseShip

More important to fix should be the "baseship with two engines" thing.

Make movement based on engines divided by mass.

Ie. engines provide 150 movement, and escorts require 150 engines per move, destroyers 300 engines per move.

Note that there is a limit of 255 on these values, so you have to divide by 10. But it still works.
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