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  #11  
Old September 28th, 2002, 05:27 AM
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Default Re: Varying Weapons Accuracy

Quote:
Originally posted by PvK:
I don't think this works, either, in SE4. In SE3, yes, they'd give you points per level, because SE3 had a more detailed and controllable research system (...). In SE4, it always looked to me like a tech gift clears any progress you had built up in that tech area, which more or less makes sense.

PvK
If you have 3k points in, say, Shields 1, and someone gives it to you (or you analyze a ship, or find it in Ruins), then you get those 3k points credited to Shields 2. They are not lost. They are only lost if you get the Last level in a tech area.
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  #12  
Old September 28th, 2002, 12:10 PM
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Default Re: Varying Weapons Accuracy

Quote:
Originally posted by Imperator Fyron:
If you have 3k points in, say, Shields 1, and someone gives it to you (or you analyze a ship, or find it in Ruins), then you get those 3k points credited to Shields 2. They are not lost. They are only lost if you get the Last level in a tech area.
Yeah, that's what happens. I often do that when analyzing techs... who wants the same tech as some potential opponent ... what you want is to be one better.

In another 4X space game, I would often trade weapon tech with the AI races, even the violent ones, so they would be a better buffer zone against other AI's. I just made real sure I was about to get a better weapon for myself.

I understand trading tech with the AI is cheezy. But I think the sort of problems I mentioned already that I saw in PBW need fixing. I'm not taking advantage of a human when they accept the trade.
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  #13  
Old September 30th, 2002, 09:51 AM
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Default Re: Varying Weapons Accuracy

To get around this problem, switch of tech trading in PBW games and force the players to trade and analyse ships if they want to trade techs.
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  #14  
Old September 30th, 2002, 12:50 PM
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Default Re: Varying Weapons Accuracy

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Originally posted by dogscoff:
To get around this problem, switch of tech trading in PBW games and force the players to trade and analyse ships if they want to trade techs.
Agreed, it's easy enough to work around. But seriously, why is it like that -- so you don't take advantage of the AI? Is that so important?
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  #15  
Old September 30th, 2002, 11:25 PM

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Default Re: Varying Weapons Accuracy

Arkcon,
If you are asking if it is important not to take advantage of the AI the answer is Yes and No.
It is a matter of Play Style. Many people here fight the AI with self imposed restrictions.
Some won't trade tech and others won't use Training Facilites.
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  #16  
Old October 1st, 2002, 02:26 AM
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Default Re: Varying Weapons Accuracy

Quote:
Originally posted by Gryphin:
Many people here fight the AI with self imposed restrictions. Some won't trade tech and others won't use Training Facilites.
Agreed. We all have choices to make. Therefore, IMHO the game doesn't need to be hardcoded to prevent anything that a human wouldn't fall for.

I am frequently, in a current game on PBW, gifting star charts and comm channels. I get nothing in return, 'cause no one has reciprocated, but I don't mind. I just want to move the game along by saving everyone explore time.

I don't believe all trades have to be "fair", against humans or AI. I just think it's dumb to have tech acquisition work one way in one case and a different way another time, is all.
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  #17  
Old October 1st, 2002, 02:42 AM
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Default Re: Varying Weapons Accuracy

I got tired of beating up the AI. I modded them, used the TDM races, etc.. just to make it tougher.

That wasn't enough!!! I had to move on to PBW for some real stress and some real losses.

Next time my woman is out of town, me and several mugs of Black&Tan are going to kick some AI butt anyway we can.
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  #18  
Old October 1st, 2002, 03:31 AM
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Default Re: Varying Weapons Accuracy

Wave-Motion Guns have +30% to-hit. As far as I know the null space do not - so I'm not sure why they would hit more.
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