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September 5th, 2001, 04:55 AM
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National Security Advisor
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Re: Stellar Manipulation Suggestion for 1.42
quote: Originally posted by CyC:
...at the moment my only defence against it is to spread my forces and factories out so no one system is of great value to my race.
quote: Therefore, if we can make the enemy show his position while we are formless, we will be at full force while the enemy is divided.
Sun Tzu, "The Art of War", Chapter 6
You are very wise Cyc.
Geo
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September 5th, 2001, 05:30 AM
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Second Lieutenant
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Re: Stellar Manipulation Suggestion for 1.42
Just about the only weapon that lets you defeat an overwhelmingly powerful foe is my favourite, the allegiance subverter. Add in a Computer Virus III if you are fighting MC ships. It doesn't always work, and you have only one shot, but if it does magic happens!
quote: Hence a wise general makes a point of foraging on the enemy. One cartload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single picul of his provender is equivalent to twenty from one's own store.
Sun Tzu, "The Art of War", Chapter 2
[This message has been edited by CW (edited 05 September 2001).]
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September 5th, 2001, 06:32 AM
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Corporal
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Re: Stellar Manipulation Suggestion for 1.42
Thanks for the input everyone.
I am aware of the 10 WP limit, but this hardly seems a solution, rather it simply exploits a limitation of the system and so merely provides an awkward workaround (this is not to say that I wouldn't do it in extremis though).
A good general (as Sun Tzu makes clear) always seeks to match concentration against dispersion. You are constantly seeking to be elsewhere than your opponent believes you to be, attacking where he believes you will defend, etc. To accomplish this you must know yourself, know your enemy and know the terrain. Unfortunately, WP technology renders the terrain essentially unknowable.
This has bothered me for some time actually, I am surprised that it has not been as issue before as it is so obviously destructive to strategy. All you can do in such a situation is react.
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September 5th, 2001, 09:08 AM
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Captain
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Re: Stellar Manipulation Suggestion for 1.42
I am in a PBW game right now where wormholes are opening up all the time, usually with a fleet of 100+ ships (mostly baseships) right behind it. NOT GOOD!! This lack of defense against wormholes combined with no way to retreat from tac/strategic combat are IMO the two biggest deficiencies in se4.
I second the motion to have a 'gravity well' device or somesuch that prevents wormholes from entering a specific system (and a device that does not take 20+ turns to build!!!!)
<That and how about an option for 'emergency build' that applies to RESEARCH!, would work wonders!>
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September 5th, 2001, 09:25 AM
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Second Lieutenant
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Re: Stellar Manipulation Suggestion for 1.42
quote: I second the motion to have a 'gravity well' device or somesuch that prevents wormholes from entering a specific system (and a device that does not take 20+ turns to build!!!!)
I'd rather not see that happen! It will make WP openers totally worthless! Better take the second option suggested with a bit of amendment - make the newly created warp points unstable for a few turns, let them be VERY unstable to start with then gradually stabilise out. A very desperate opponent can take the chance and risk his fleet wiped out by sending it straight through a newly created warp point, on the other hand you can play it safe by giving up your element of surprise - the longer you wait the less chance/degree of damage.
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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September 5th, 2001, 04:01 PM
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Captain
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Re: Stellar Manipulation Suggestion for 1.42
Quote"quote:
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I second the motion to have a 'gravity well' device or somesuch that prevents wormholes from entering a specific system (and a device that does not take 20+ turns to build!!!!)
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I'd rather not see that happen! It will make WP openers totally worthless!
"
Simple to fix, just have a new Intelligence project added to destroy the 'gravity well' or whatever is keeping the wormhole from opening. Or find out from an 'ally' which planet the device is on and send a cloaked stealth ship to bomb it. The point I was trying to make is that there should be a 'counter' for every action. (or maybe the device should slow the wormhole opening, make it take 2 turns or something, give you warning....Or heck, how about just giving Stellar Tech wormhole devices different levels (I, II, III etc) and needing an 'upgraded' device to defend vs. each level (need device II to defend against a wormhole opener I or II but III still works))
Just some more food for thought......
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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September 5th, 2001, 06:23 PM
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General
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Re: Stellar Manipulation Suggestion for 1.42
quote: Simple to fix, just have a new Intelligence project added to destroy the 'gravity well' or whatever is keeping the wormhole from opening.
Does that need a new project? I'd think there's already a facility destroying project in there some where. (I don't know for sure, because I've only ever researched past Intel 2 twice so far.)
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human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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