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  #1  
Old June 13th, 2001, 12:02 AM
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Default Re: Turn order in Strategic Combat

Not to mention the fact that it's a multiplayer, so still no TC.
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Old June 13th, 2001, 03:41 AM

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Default Re: Turn order in Strategic Combat

This is really bad news. It means that all those fire once every 3-4 turn shield/armor skipping weapons will rip the guts out of your ships if you both start in close proximity as usuall at a warp point.
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Old June 13th, 2001, 05:45 AM
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Default Re: Turn order in Strategic Combat

I think that's what Brainsucker's so annoyed about.

So, it begs the question, how to work around this?

a possible solution would be to open my own warp point and scoot thru before the other side could react.
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Old June 13th, 2001, 07:07 AM

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Default Re: Turn order in Strategic Combat

That reminds me that it would probably be wise for me to have warp point opener and closer components on one of the several starbases at my 27 warp points. Slam the door in the face of enemy fleets until reinforcements arrive. Maybe they would also run out of gas dithering after I slammed the door in their faces!
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Old June 13th, 2001, 12:04 PM
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Default Re: Turn order in Strategic Combat

I think the best workaround is to either avoid serious combat altogether (with clever use of mines, sabotage, diplomacy =-) or to design your fleets, ships and race to compensate for the disadvantage- multiple targets with lots of defence modifiers, shields, pdc, regenerators and armour will give you a better chance of surviving the first round in warp point combat, and long range weapons might give you the first shot in regular combat.

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)

Personally I think this one needs to be near the top of MM's "to do" list.

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[This message has been edited by dogscoff (edited 13 June 2001).]
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Old June 13th, 2001, 12:45 PM

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Default Re: Turn order in Strategic Combat

quote:
Originally posted by dogscoff:

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)



Ouch! Thanks for telling me! That would have been an expensive blunder!
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  #7  
Old June 14th, 2001, 01:02 AM
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Default Re: Turn order in Strategic Combat

LCC: I'm not 100% sure about that. I know it's true of some stellar manip commands, but not necessarily all of them. There was a thread on it a few months ago.

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