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November 27th, 2002, 03:56 AM
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Shrapnel Fanatic
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Re: game styles
Those multiple weapons come at a ridiculously high research cost. Acid weapons (like torpedoes) have too small of a damage ratio to really be useful. You can max out DUCs before getting 2 levels in Organic Weapons (except maybe on high tech cost). As I showed earlier, it take a lot of levels of Organic Weapons to get them to be as strong as DUCs. But by the time you have spent that much research, you could have maxed out PPBs (as well as researching plenty of other stuff). PPBs are stronger than all organic weapons. They only suffer from the slightly lower range at the highest levels of Organic Weapons (which cost a ludicrous amount of research).
The different kinds of weapons quickly doesn't matter too much, really, because most of them are useless compared to the other Organic weapons. Researching many levels in Missiles is generally a bad idea, as PDCs easily overwhelm missiles. So, the fact that you get beams and parasites from 1 tech area doesn't really give too much benefit.
Spoon, I assume that you are implying the use of retro-series builds there, and discounting BSYs. DUC and PPB ships can be retro-series built just as easily as Organic ships can. Sure you can build them faster, but pound-for-pound, they do not match up to normal ships in combat.
Its nice arguing against multiple people at once. 
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November 27th, 2002, 04:28 AM
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National Security Advisor
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Re: game styles
Quote:
Originally posted by Imperator Fyron:
Spoon, I assume that you are implying the use of retro-series builds there, and discounting BSYs. DUC and PPB ships can be retro-series built just as easily as Organic ships can. Sure you can build them faster, but pound-for-pound, they do not match up to normal ships in combat.
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Handeled correctly, an organic race can build ships roughly twice as fast as an otherwise identical non-organic race without doing any sort of retrofit series stuff. And you can support more in maintenance. Yes it may be true that you lost 3 ships for every 2 the other guy loses, but when you can build 2 or 3 for every one he can, it's very easy to overwhelm them.
It doesn't matter how many ships each of you loses, it only matters who runs out first.
That being said, the organic race alone is definetly not an uber-race.
Geoschmo
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November 27th, 2002, 05:12 AM
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Shrapnel Fanatic
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Re: game styles
And just how would you handle building ships twice as quickly, while still maintaining all those vital components that cost only minerals?
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November 27th, 2002, 05:30 AM
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Lieutenant Colonel
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Re: game styles
Silly rabbit.  If build times are faster, it's because the design costs fewer minerals. If costs are more evenly spread across min/org/rad, then maintenance will be more evenly spread out as well.
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November 27th, 2002, 05:51 AM
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Shrapnel Fanatic
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Re: game styles
Wow, you mean lower costs give shorter build times?
That does not answer the question of how you get half the build time while still maintaining the essentials on the ship.
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November 27th, 2002, 06:06 AM
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Re: game styles
Do you mean maintain as in ship maintenance, or maintain as in continue to meet some standard of performance? I ***_u_me that you mean paying for bridge/ls/qc when you say vital components. I'm saying that since the rest of the ship costs less in minerals, one can afford to pay for more b/ls/qc comps. Are we yanking on different ropes here?
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November 27th, 2002, 06:10 AM
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Shrapnel Fanatic
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Re: game styles
I mean by still keeping all the costs from the essential components on the ship (includes ECM, CS, PDC, Solar Sail, Engines, Stealth Armor (and Scattering for larger ships), etc. in addition to B/LS/CQ). I didn't mean anything about per turn maintenance.
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