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April 5th, 2002, 07:56 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Stellar Manipulation
Emergency build plus the cheapest possible starting design should get you the initial hull in less than 4 turns.
I refer to the technique in general as a series of retrofits, or a "Retroseries".
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April 6th, 2002, 06:31 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Stellar Manipulation
Good name.
But it's _so_ expensive, to build and to research, does anyone actually use these things (the SW, RW, or 'weapons') in a multiplayer game?
Depriving your enemy of a whole system is sick-in-the-head bad-aft! But is it ever feasible?
Does anyone know how warp-point creation works in multiplayer? Do your opponents know where the new warp point comes from (if they have seen the inside of the system-of-origin) even though they have never gone through it?
How about in simultaneous? DO you have the opportunity to push your payload through a new-made warp-point and close it before your opponent could possibly send a 'surprise package' back through?
You could change the tonnage of the Drone or the SM system-breaking-thing, but it's not possible to mod drones so that they can activate a SM payload over a target star, is it? (that would also be pretty sick-in-the-head cool.)
In an even more unrelated inquiry, has anyone 're-skinned' the entire interface?
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April 6th, 2002, 10:11 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Stellar Manipulation
I've seen warp-point manipulation used extensively in two of my PBW games, and in one of those, somebody successfully used a star-destroyer to take out a large enemy attack fleet.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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April 6th, 2002, 10:24 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Stellar Manipulation
In a current game I am playing I just took out 4 systems of a pbem player.
I opened up 4 jump points. Escorted a star destroyer with 20 battleships to the star in each system. and clicked on destroy star. Next turn the pbem guy lost 44 planets in one turn. This is the first time I pulled it off.
No doubt it'll be the Last.
But all I could think was
Yeaaaaaaaaaaaaaaaaaaaaaa.
P.S. The player should be dead in 4 turns.
No retreat No surrender.
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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April 6th, 2002, 10:56 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Stellar Manipulation
Warp Point Creation question. So can I utilize the warp point creation in way similar to MOO2's Warp Gates, in which I could move ships from one area of my empire to the other, and perhaps create warp points in every system that is mine. Basically making a great network of warppoints. Or is there a limit to how many you can have in one system? Being able to move anywhere in my empire in one turn. Handy for defending those unprotected systems.
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April 7th, 2002, 12:32 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Stellar Manipulation
You could have warp point connectiing most all your systems, but your opponents would, likely, be able to use them as well.
Keep in mind that you can only have ten warp points in a system, and that you can only choose when one end of the warp point will be.
In a vs. AI game I wanted to leave the Last remaining AI alone for a while to give it a chance to grow up and give me what for. I cut off the warp point access between us so he could stew. While he went about whatever he was doing, I redid the warp points on my side of the map. All systems were connected to three barren hub systems, which, in turn, connected to the hub with the least systems.
A hub could only connect to nine planet-populated systems, and then had one warp-point left to connect to another hub. All the warp points were created from the start sector of the hub, which had a couple of defending star bases and one to be packed fighters. The hub with only five planetary systems also connected to the other two hubs. It was a trinary system in which I planed to build three Sphere Worlds. (and the warp points would all have been sitting on one of them...)
The other end of each warp point, including the ones connecting the secondary hubs to the main hub, appear at the edges of the system. So travel is not quite instantainous, but you need only get to the edge of one system, warp twice, and you are on the edge of another system of hte same hub. For defensive purposes, it was best to station fleets in the hubs, that way they could get to any planetary system.
(Unfortunately, even though I left the AI to seek its ultimate fulfillment, to better itself as much as it wished, with most of the huge quadrant to itself, it was still pretty pitifull...)
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April 7th, 2002, 10:56 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Stellar Manipulation
quote: is there a limit to how many you can have in one system?
IIRC, you can't create more than 10 warp points in a single system, and can't open more than one connection between the same two systems.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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