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  #11  
Old June 13th, 2001, 05:45 AM
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Default Re: Turn order in Strategic Combat

I think that's what Brainsucker's so annoyed about.

So, it begs the question, how to work around this?

a possible solution would be to open my own warp point and scoot thru before the other side could react.
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  #12  
Old June 13th, 2001, 07:07 AM

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Default Re: Turn order in Strategic Combat

That reminds me that it would probably be wise for me to have warp point opener and closer components on one of the several starbases at my 27 warp points. Slam the door in the face of enemy fleets until reinforcements arrive. Maybe they would also run out of gas dithering after I slammed the door in their faces!
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  #13  
Old June 13th, 2001, 12:04 PM
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Default Re: Turn order in Strategic Combat

I think the best workaround is to either avoid serious combat altogether (with clever use of mines, sabotage, diplomacy =-) or to design your fleets, ships and race to compensate for the disadvantage- multiple targets with lots of defence modifiers, shields, pdc, regenerators and armour will give you a better chance of surviving the first round in warp point combat, and long range weapons might give you the first shot in regular combat.

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)

Personally I think this one needs to be near the top of MM's "to do" list.

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[This message has been edited by dogscoff (edited 13 June 2001).]
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  #14  
Old June 13th, 2001, 12:45 PM

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Default Re: Turn order in Strategic Combat

quote:
Originally posted by dogscoff:

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)



Ouch! Thanks for telling me! That would have been an expensive blunder!
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  #15  
Old June 13th, 2001, 02:08 PM

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Default Re: Turn order in Strategic Combat

How about putting an emergency propulsion pod on the base, then after you popped it do the stellar manipulation ? I have never used EPP and before now just built a couple of small bases, so I am still learning tricks...
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  #16  
Old June 13th, 2001, 06:57 PM
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Default Re: Turn order in Strategic Combat

quote:
Originally posted by LCC:
How about putting an emergency propulsion pod on the base, then after you popped it do the stellar manipulation ? I have never used EPP and before now just built a couple of small bases, so I am still learning tricks...


IIRC, emergency propulsion pods do not add any movement point to a base. They are simply used (destroyed) but movement allowance remain 0 of 0.
You _might_ be able to use the move points to do stellar manipulation, anyway (i.e., the base could be getting some MPs but movement is still not allowed, whatever the MP total says). Save the game, conduct the experiment and tell us :-)
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  #17  
Old June 14th, 2001, 01:02 AM
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Default Re: Turn order in Strategic Combat

LCC: I'm not 100% sure about that. I know it's true of some stellar manip commands, but not necessarily all of them. There was a thread on it a few months ago.

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  #18  
Old June 14th, 2001, 01:27 AM

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Default Re: Turn order in Strategic Combat

I think you are correct, SM needs one movement point to work. I think there might be one exception but I can't remember which one.
It was brought up recently as a suggestion to allow SM bases and planets.
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