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November 26th, 2002, 10:06 AM
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Second Lieutenant
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Re: game styles
True enough. I, too, like solar panels, and tend to pick them up along the way ... but they aren't critical to me until the second game-year, really. I'm not going to put a solar panel on a colony ship (the spare 20kT of room gets a cargo bay instead), so it's nt that important to get infinite range on my explorers. 
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November 26th, 2002, 10:09 AM
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Sergeant
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Join Date: Oct 2002
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Re: game styles
which thread is going to be used. Game Styles or Newbie has Questions. its a little confusing reading from one then jumping to the other about the same thing.
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November 26th, 2002, 11:52 AM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: game styles
Quote:
Originally posted by desdinova:
which thread is going to be used. Game Styles or Newbie has Questions. its a little confusing reading from one then jumping to the other about the same thing.
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Why do things easy when you can make them so beatifully complicated?
I don't put solar panels on the colony ships either but go for long range explorers so I can make more trade and research alliances.
As Game style I try to play role-playing, usually very strict obiding by my treaties.
If I dislike my allies and like my enemies that doesn't change the treaties, then I'll kill those I like and give all my tech to those I dislike.
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November 26th, 2002, 09:14 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: game styles
I'm another roleplayer. If I'm playing a trusting, pacifistic race, I don't do any weapons research or arm any ships until I find evidence of hostile aliens' existence.
An aggressive, paranoid race will arm almost anything that a weapon will fit on, and start researching Applied Intelligence at First Contact.
[ November 26, 2002, 19:15: Message edited by: capnq ]
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November 26th, 2002, 10:54 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: game styles
My Sig says it all 
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Kill em all let God sort em out
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November 26th, 2002, 11:11 PM
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Shrapnel Fanatic
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Re: game styles
Quote:
Originally posted by desdinova:
[QB]i select the organic racial trait and make a priority of researching organic technology for the organic armor and organic weapons. i have noticed that the organic weapons are better than the initial weapons the ai uses (better range and damage.) the advantage from the organic armor and weapons is enough to let me lag behind on ship size. i can remain 1-2 sizes smaller and still win in combat initially. after that i try to get the monolith.[QB]
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Actually, DUC Vs are cheaper than Organic Weapons, and stronger than most levels of them.
Depleted Uranium Cannon V (Projectile Weapons 5)
Tonnage Space Taken := 30
Weapon Damage At Rng := 40 40 40 40 40 0
Hyper - Plasma Bolt III (Organic Weapons 6)
Tonnage Space Taken := 30
Weapon Damage At Rng := 40 35 30 30 30 25 0
Hyper - Plasma Bolt III (Organic Weapons 8)
Tonnage Space Taken := 30
Weapon Damage At Rng := 45 40 35 35 35 30 25 0
Lightning Ray I (Organic Weapons 4)
Tonnage Space Taken := 20
Weapon Damage At Rng := 30 30 20 20 10 10 0
Lightning Ray I (Organic Weapons 6)
Tonnage Space Taken := 20
Weapon Damage At Rng := 40 40 30 30 20 20 10 10 0
Phased - Polaron Beam V (Phased Energy Weapons 5)
Tonnage Space Taken := 30
Weapon Damage At Rng := 60 55 55 55 50 50 0
Organic Weapons costs a lot more to research than Projectile Weapons and Phased Energy Weapons (even with Physics 2 as a tech req).
Plasma Charges are almost never better than DUCs, except with a little more range, but much less damage. Electric Discharges (for much more research) are stronger at short range, but much weaker at longer ranges. Then when you through in the PPBs, which cost fewer research points than Organic Weapons 5 or so, the Organic weapons can't even compare to them. Personally, I never research Organic Weapons past level 3, for the Troop EDs. Sure they cost organics instead of Minerals, and that lowers build time of the ship by a turn. But they are much weaker in combat. To me, this isn't worth.
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November 27th, 2002, 02:11 AM
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Lieutenant Colonel
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Re: game styles
I think the other "advantage" to organics weapons is that you get several different kinds of weapons quickly; low damage reload 1's; higher damage reload 2's; and seekers that do more dmg/kt/turn than CSMs--all for 1 tech area which is cheaper than, say, PPB+torps+missiles. Which only would be an advantage in very early game, due to the power of PDC. Now, give EDs 2x to shields, and they might be a little more appealing. 
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