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October 29th, 2002, 11:40 PM
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Big Storms
Storms are pretty meaningless until Stellar Manipulation is developed, since they generally occur in open space where they are easily avoided. What if storms were bigger and took up more than one sector - this could be done by having it so that when a storm is specified in SystemTypes.txt, it also takes a size parameter, size being a number from 1 to 169 (the number of sectors in a system) and defining the number of adjacent storms to actually generate. (Or, add a way to generate one stellar object a certain distance from another... currently you can generate another object in the same sector or orbit, but not a certain distance away...)
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October 31st, 2002, 02:40 AM
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Re: Big Storms
I use non damageing storms to hide in. If I'm desparate I will use a damaging storm for protection. It is also a good place to hang out to monitor a system.
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October 30th, 2002, 03:31 PM
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Re: Big Storms
When you can make storms, you can put 4 or more together to get a bigger one. Maybe if you mod the number of storms that appear and their positions in the data file, they'd be more likely to be touching when generated and work like a bigger storm? Dont't let the fact that they're different types discourage you. Happens in SciFi all the time -- different parts of an obscuring part of space haveing different properties.
It would be nice if things could take up more than one sector in SE5. Then you could have built up planets as a smaller, earlier, ringworld.
[ October 30, 2002, 13:34: Message edited by: Arkcon ]
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October 30th, 2002, 04:57 PM
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Re: Big Storms
Storms are IMO not meaningless. Many times I've set up bases of operations deep in enemy territory inside a storm. It's quite effective when you can build a few SY's and replenish fighters, sats, etc.; refuel / resupply; or just build up an attack force within the enemy's territory.
I 'discovered' this by accident a LONG time ago. I got one of those 'spacial anomolies' that transported a SpaceStation with an SY half way across the map early in the game. Didn't (at the time) know what to do with it so I started building. Of course, I couldn't do any diplomacy or intel untill we had a Warp Point connection, but I still could raid 'em... 
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October 30th, 2002, 05:12 PM
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Re: Big Storms
I agree. It took me a fair while on a hotseat game with the cat to wonder how on earth he kept on slipping light cruiser squadrons into my rear systems and playing merry havoc with my commerce.
Pondered that one for ages until I discovered that base space yard lurking in a storm the little rascal.
The other tactic storms are good for is where you have a border system with a storm 2 or 3 sectors away from the warp point to the enemy sector. Plant a minelayer in the storm, watch his ships sneak through to raid your systems and meanwhile, lay a nice field on the warp point. It is a right laugh when he sneaks back through right into your minefield.
If I have a storm near an inhabited planet, I also like trying to sucker the enemy to attack that planet by maintaining stacks of fighters and warships in the storm.
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October 30th, 2002, 05:55 PM
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Re: Big Storms
Quote:
Originally posted by Ed Kolis:
[...]this could be done by having it so that when a storm is specified in SystemTypes.txt, it also takes a size parameter, size being a number from 1 to 169 (the number of sectors in a system) [...]
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Better. Make the storn's size defined by a number from 0 to 6 ... said being the number of squares of "Radius" from the centerpoint. A 0-radius storm would be the current, one-sector-only storm. A 6-radius storm would be the whole sector (the center, 6 to each side, that's 13x13).
Round storms would be best, ofc, but ... *shrug* ...
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