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June 13th, 2001, 12:04 PM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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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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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
[This message has been edited by dogscoff (edited 13 June 2001).]
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