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Re: retro-multi-model construction???
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The extra maintenance on a single ship's first 5 retro-series designs is negligible. Warping directly to your opponents homeworld ten turns earlier is priceless. |
Re: retro-multi-model construction???
i tend to agree there - perharps MM should ban stellar manip. retrofitting?
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Re: retro-multi-model construction???
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I suppose it could be a problem doing this. It would allow someone with a stellar manip comp to trigger a retrofit. Although I dount anyone would build ships with stellar manip comps for this purpose. Seems kind of silly when a real space yard is way cheaper. The only other problem is the AI would probably get confused and try to build stuff in the build queues for these ships. Which would would make the ships not move since a ship can't move if it's got something in it's build queue. Geoschmo |
Re: retro-multi-model construction???
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Re: retro-multi-model construction???
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I suppose it could be a problem doing this. It would allow someone with a stellar manip comp to trigger a retrofit. Although I dount anyone would build ships with stellar manip comps for this purpose. Seems kind of silly when a real space yard is way cheaper. The only other problem is the AI would probably get confused and try to build stuff in the build queues for these ships. Which would would make the ships not move since a ship can't move if it's got something in it's build queue. Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ok. Use a Dreadnought or Baseship hull and put in a SY component. Doesn't stop much now. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: retro-multi-model construction???
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I'm with you on this Spoon. I find the whole retro-series things the most bizarre concept in this game. Whether its unbalanced or not I don't care but its just silly. There are hundreds of quite amusing real world analogies on what's the game seems to be modelling here. Askan |
Re: retro-multi-model construction???
I have to say, whether "gamey" or not Retro series can have a significant impact. Most people here have been talking about using it for Stellar Manip ships, but I think it is more (or at least as) useful for colony ships.
With Hardy Industry and 120% Construction and Adv. Storage I can have "good" homeworlds that produce 1 colony ship per turn. An empty colony hull with 1 cargo bay costs 3850, and a "good" homeworld with Adv. Storage can have 3900 rate to start. Build 1 Base with 3 repair components at the very start and you are on your way with 1 colony ship per turn/ per homeworld. Even with "average" homeworlds you can do it if you are willing to go Engineer put construction at 125%, go with Hardy Industrial, etc. Then of course when you produce new shipyards in new sectors you can do the same thing using "emergency" build and produce 1 colony ship per turn at those planets as well. This can lead to an almost exponential expansion given a little room to spread out. Of course these type of techniques are the most useful on larger galaxy sizes where the ability to expand quickly can equate to a significant advantage before you ever meet another player. |
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