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  #21  
Old February 11th, 2001, 01:57 AM

Drake Drake is offline
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Default Re: Supply questions

I'd rather see repair bays changed so that they had a repair rate, or a cost associated with them aside from just maintenance. It shouldn't take as long to repair a stellar manipulation component as it does a piece of armor...

As far as wormhole usage - let's see how good the AI is at using stellar manip. with the next patch. Maybe it'll surprise us. *shrug*
-Drake
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  #22  
Old February 11th, 2001, 03:42 AM

Marty Ward Marty Ward is offline
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Default Re: Supply questions

A repair rate and resource cost for the repair of SM devices would be great. Both should be high.
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  #23  
Old February 11th, 2001, 06:37 AM

Tomgs Tomgs is offline
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Default Re: Supply questions

The way to keep your system safe from an enemy wormhole attack is to open 10 wormholes to safe systems. Then no one can open one to that system. When you want to open a new one just close one of the old ones and open the new one.
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  #24  
Old February 11th, 2001, 06:41 AM
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raynor raynor is offline
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Default Re: Supply questions

quote:
Originally posted by Tomgs:
The way to keep your system safe from an enemy wormhole attack is to open 10 wormholes to safe systems. Then no one can open one to that system. When you want to open a new one just close one of the old ones and open the new one.


Hey! No fair coming up with simple solutions to complex problems.

Thanks, man!
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  #25  
Old February 11th, 2001, 07:29 PM

Marty Ward Marty Ward is offline
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Default Re: Supply questions

I've come up with my own rules for SM components, what a great game to let you change things so simply.
I'm going to increase the size so that they can only be put on large, DN and larger, ships with not much extra space left for other items. This will cause the need for a speciality ship for each type of SM item and the ship will be relatively defensless.
I've alway thought of these items as huge complicated devices so it makes me feel better to do it this way.
I am also going to add some additional build costs to increase the maintenance, I can pretend this is the cost for repairing the item.
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  #26  
Old February 12th, 2001, 07:07 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Supply questions

I agree with the people who think that making the supply usage requirement work properly will help balance the SM components. As it stands now, you can indeed just repair the component and use it again next turn. If you had to pay the 4000 supply points for each use, you'd have to put a Quantum Reactor on the ship, or use the emergency resupply pods and repair those too, or have a supply ship (or multiple supply ships) supporting the SM ship.

Of course, the QR may unbalance the SM components again. Not certain how to fix that yet...
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  #27  
Old February 12th, 2001, 07:36 PM

rdouglass rdouglass is offline
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Default Re: Supply questions

I also agree that the supply usage bug should be squashed. And also INCREASE the SM usage so that only ships with Quantum Reactors would be able to use 'em (or have a BS with 40 Supply III's on it!?!?). That would give me a reason to research QR's - right now I don't use 'em but that's for another thread. OTOH, the supply usage problem is one reason why I don't HAVE to research QR!!!

The other thing I'd like to add is that IMO, many should consider lower the number of Warp Points allowed per system. I read in another thread that this is in a text file somewhere. I don't mod but use a lot of stuff other people have done. Wonderful Job Also to all modders!!!

My reason behind the reduction is that I too, am tempted to exploit the usefulness / tactical advantage / cheat behind the rapid opening and closing of WP's into enemy territory. I too can amass an emergency fleet in just a few turns FROM anywhere in my territory TO anywhere in my territory. The AI just does NOT do this which gives a HUGE advantage once SM is available.
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