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  #1  
Old May 25th, 2001, 05:23 PM

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Default Re: Crew Insurrections - to powerful?

I have not used PPP. How does that generate a new player when there are already 20 ?
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  #2  
Old May 25th, 2001, 06:08 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Crew Insurrections - to powerful?

quote:
Originally posted by Utrecht:
Here is the irony......

While I think that PPP are to cheap (should be 3x as much).... they are less powerful than Crew Insurection. The reason being is that Crew Insurection transfer the Ship to your control - This could be a viable strategy that you would never need to build your own ships (beyond colonizers)

PPP transfers it to 3rd party AI - sure it hurts the affected party, but you do not directly gain either.....



The reason Crew Insurrection is so powerful is that it transfers multiple technologies to you for much less than the cost of the Technological Espionage project. Does it make sense that you can figure out how to duplicate a technology from ONE working copy of a given component? This needs to be changed. Instead of giving you the technology outright, analyzing a working component ought to increase your research points towards that technology. But in order to do that the game would have to track all of your technologies at once like it did in SE3.
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  #3  
Old May 25th, 2001, 06:24 PM

Nitram Draw Nitram Draw is offline
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Default Re: Crew Insurrections - to powerful?

I agree, it is too easy to gain multiple techs this way. Maybe it could be limited to one tech advance total per turn/ship.
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  #4  
Old May 25th, 2001, 06:51 PM

rdouglass rdouglass is offline
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Default Re: Crew Insurrections - to powerful?

quote:
Originally posted by Utrecht:
...PPP transfers it to 3rd party AI - sure it hurts the affected party, but you do not directly gain either.....


Misconception - PPP does NOT make the planet revolt and form a new Empire. Anarchy Groups does that. PPP installs 'a government sympathetic to your causes' (or something like that). If it (the PPP Op) is successful, YOU get the planet - it does NOT create another AI / Empire like Anarchy Groups does. That's why Anarchy Groups is a Level 2 Intel Op and PPP is a Level 4.

Don't feel bad, many people have this misunderstanding. Check the info on it closely and try it a few times. I think your observations may be in error....

[This message has been edited by rdouglass (edited 25 May 2001).]
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  #5  
Old May 25th, 2001, 06:54 PM

rdouglass rdouglass is offline
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Default Re: Crew Insurrections - to powerful?

quote:
Originally posted by Baron Munchausen:
The reason Crew Insurrection is so powerful is that it transfers multiple technologies to you for much less than the cost of the Technological Espionage project. Does it make sense that you can figure out how to duplicate a technology from ONE working copy of a given component? This needs to be changed. Instead of giving you the technology outright, analyzing a working component ought to increase your research points towards that technology. But in order to do that the game would have to track all of your technologies at once like it did in SE3.


I agree - you should only get 1 of the tech's you're analysing per ship. However, it's not really THAT easy - you still have to get it (the CI'd ship) out of enemy territory and into yours. That can be very difficult some times. However PPP a few SY planets in enemy territory and it becomes MUCH easier.
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