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  #1  
Old June 4th, 2001, 11:37 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Tale of A Ship Idea That Failed

quote:
P.S. When you are near the limit on units in space it makes more sense to use large satellites to defend warp points. They get that first shot before ships can move out of range. Be sure to put the best shield on them or they will die like flies.

Large Nullspace or PPBs work very well in this situation.

Cripple the enemy before they can react with the nullspace, and then cut the remains to pieces with PPBs.
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Old June 5th, 2001, 01:48 AM

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Default Re: Tale of A Ship Idea That Failed

Early in the game you are much better off building the most powerful mine you can. The chances are higher that the mine will hit as most races will not have a large minesweeper ship(s) and you will take out more ships with less mines.
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.
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Old June 5th, 2001, 02:58 AM
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Default Re: Tale of A Ship Idea That Failed

quote:
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.

Thats why I set the limit to 100,000
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Old June 5th, 2001, 03:18 AM

Marty Ward Marty Ward is offline
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Default Re: Tale of A Ship Idea That Failed

Just means you have to build more minesweepers ..ok a LOT more
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Old June 5th, 2001, 05:08 AM

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Default Re: Tale of A Ship Idea That Failed

I thought somebody said in another thread that there is a hardcoded limit of the limit itself to a max of 5000 per player (total 100k + 100k) to keep the savegame file size down ? If 100k x 20 is ok, then go for mines. The problem is that if 5000 is the max then at 250 systems you only have an average of 20 per system, typically 7-10 per warp point. That does not count what you use up in planetary orbit....
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Old June 5th, 2001, 05:25 AM
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Default Re: Tale of A Ship Idea That Failed

Hey, SJ, you're a General now!

As for mines... You don't need an obscene number of them everywhere, just at strategic locations. IE, for the problem of the 250 system empire, that means there are a max of 5 systems for enemies to be in (hardcode limit of 255 systems because of char array). That means that you will only really have to have mines a few systems in from those five, and over important planets. Not to mention that if you have all your enemies down to five systems, you could easily send in a "small" fleet for your empire to swat them out of existance

For the mine size... if you have mines early and enemy ships are around LC size, then small mines are ok. If you can't fill up a sector with large mines, but can with small, use small. If your enemies have enough minesweepers to clear a full sector, screw the mines, build fighters for warp defense (depending on weapon strength, Groups of 10-25 put into a fleet work nicely). Satellites can work too, but they'd be in one big group, and can only fire at one ship at a time, and can't move (which sucks if you end up at the opposite end of the warp and can't get some point-blank shots in).
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  #7  
Old June 5th, 2001, 05:51 AM

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Default Re: Tale of A Ship Idea That Failed

Will - in my realy big game with 20 empires those suckers will be in EVERY system by turn 50 from 10 good starting planets each. They already claim all but a few systems at turn 30. If lucky I MIGHT control 35-45 myself, but even that cuts me down to 100 per system. So at 5000 I will really not have much use for mines or fighters on wp by mid game. It is true that a stack of sats can only target one ship per combat round. But that ship will be DEAD MEAT and any others that remain in range will be too. So IF they cooperate then sats on the warp point can take down a fleet of 30 dreadnoughts. Attrition may be 50% or more, but that fleet is GONE and replacing the sats should require only about 100 yard turns while replacing 30 Dn is 200+ yard turns. Economically sats make sense in mid to late game. I have not used sats for a long time because I always jumped from early game 39 colonies at turn 120 to end game all conquered turn 150. But this map6 I am playing with 7000 planets is going to be a whole nother ballgame.
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