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  #11  
Old August 29th, 2002, 07:48 PM
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Default Re: System Shields

As a workaround, you can edit the duplicate post and cut all the text out of of it.
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  #12  
Old August 29th, 2002, 07:54 PM
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Default Re: System Shields

Quote:
Originally posted by capnq:
As a workaround, you can edit the duplicate post and cut all the text out of of it.
Thanks, cap'n. that at least removes some clutter. At least it does when I cut out my ridiculous sig.
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  #13  
Old August 29th, 2002, 09:13 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: System Shields

Mod suggestion: Seperate the 'anti-stellar manipulation' abilities from the 'anti-warp point manipulation' abilites. These two functions ought to require different facilities. This would have the effect of making it a little harder to completely lock up a system. You'd have to build TWO very large and expensive facilities.

And at the same time would make it a bit safer to temporarily scrap your warp point lock in order to venture out. If it were less risky, people would be more likely to do it, and so break the stalemate that these abilities can create in the game. As it is, all the enemy needs is a warp point opener constantly trying to get through as Geo described, and a sun destroyer waiting to exploit the loophole. Ouch!

Of course, tossing a few mines on any stars in the system would help with that situation, too...

In a game without the 'warp points can be located anywhere' option you could even sprinkle mines in all the outer-rim sectors of the system before you actually scrap the system shield...
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  #14  
Old August 29th, 2002, 09:37 PM
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Default Re: System Shields

a warp point opener constantly trying to get through will not work. i had one trying that in diplowar 2, trying to break into one of Dragonlord's systems with 10 warp points. he was able to close one, and open one the next turn, and i was not able to get one inbetween. i think if i had been a lower player number than him, that i would have been able to open one before he could. but i could not open in the same turn that he closed.

there would probably be a similar problem with the system shield. you could not open the turn the facility was scrapped, and you could only open after it if the enemy was a higher player number than you and/or he did not open a full 10 wormholes to prevent you from opening any more.
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  #15  
Old August 29th, 2002, 10:22 PM
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Default Re: System Shields

My mod suggestion to fix it is simple. Remove the ability to prevent wap manipulation from that facility.

If you are concerned about the ease of warping into your home system, a valid concern I think, then reduce the warp openers so you can't open a warp point beyond say 75 light Years. This way if you want to protect your home system from warp openers, you defend every system within 75 LY's of it. These two ideas in combination should eliminate the "turteling" completely becasue it's unlikely even on very dense maps that there will be 10 systems within 75 LY's of any other system.

It wouldn't be good for very diffuse maps though because there you might have systems that were more han 75 LY's from any other system. So if you closed the warp points in that system you'd never be able to get them reopened. On those maps you might have to increase the range some. But it should be less than 300. That's practically the entire map.

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  #16  
Old August 30th, 2002, 04:22 PM
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Default Re: System Shields

Quote:
Originally posted by geoschmo:
What he can do is be building a new system shield and scrap the old one two turns before it's done to limit his exposure. However, if you are prepared that will be enough time to get him.
Geoschmo
I thought of that too; there's even a refinement (i.e., build a system shield to within 1 turn of completion and put the queue on hold; then un-hold the queue after scrapping the old shield & opening/closing any appropriate warp points). But I didn't post it initially to avoid giving the turtles any more bright ideas...
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