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  #11  
Old January 18th, 2001, 05:34 PM
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Taqwus Taqwus is offline
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Default Re: New stellar manipulation component idea

Hrrrrrrrmmmm.

Moving an asteroid I could see... some aren't that particularly massive. And there are various nasty uses for asteroids that could have been included -- e.g. as platforms for sensors and weaponry, as very large projectiles, and so forth.

(Speaking of 'stroid / planets as bases -- planets and moons perhaps should be able to initiate combat against other planets and moons in the same sector. Nobody's going anywhere, anyway... would have to figure out how to regulate this, 'tho -- 1 point per turn, useable ONLY for attack?)



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  #12  
Old January 18th, 2001, 05:50 PM

General Hawkwing General Hawkwing is offline
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Default Re: New stellar manipulation component idea

If you want to start a combat, launch a fighter. I assume you mean for the planets to fight it out with just weapon platforms?
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  #13  
Old January 18th, 2001, 06:01 PM
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Default Re: New stellar manipulation component idea

Yup. Planets and moons often are in CSM-I range, if memory serves... and I *think* I've seen 'em closer. (Hrmm. You can't put most anti-planet weapons -- bombs of various sorts -- on WPs, can you? Probably not.)

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  #14  
Old January 18th, 2001, 08:23 PM

Nyx Nyx is offline
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Default Re: New stellar manipulation component idea

Did anyone else play the game Armada 2525? Many of you might be interested to learn that it was an old, old Dos game that got bought up and became Master of Orion 1. Anyway, they had artificial planets in that game. But instead of turning asteroids into planets, you built a big artificial planet at one world, then strapped engines to it and flew it over to the empty system where you wanted it and then parked it in orbit. Well, a few of us relaized that these babies were dang near indestructible in combat so we'd make fleets and park all our good ships behind a giant artificial planet. It soaked up horrendous amounts of damage while our ships fired at the enemy with impunity. So the designer added this tech called hyperspace missiles which teleported to attack the ships in the very back of combat.

Anyway, just some fun thoughts on a related topic.

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  #15  
Old January 18th, 2001, 10:37 PM

TaloFinn TaloFinn is offline
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Default Re: New stellar manipulation component idea

Personally I would not want mobile planets however, mobile asteroid bases would be fun. Of course, I suppose this could be done with a new ship type. Not that a baseship is far from this idea in anyrate..
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  #16  
Old January 19th, 2001, 02:59 AM

Moodai Moodai is offline
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Default Re: New stellar manipulation component idea

Yes - very nice . I really love this idea. I agree about it having to be a planetary facility though. The strategy of dealing with movable planets brings a complete new strategy of dealing with this game.

1) For sure i would block all warp points with planets equipped with resupply and shipyards.
2) I would strip all planets away from contested systems.
3) To invade an enemy system i would utilize a planet loaded with all kinds of planet defences.
4) I would use the planet to block warp points into enemy system to prevent reinforcements
5) Wow - i would crash a small planet into a sun to kill all life in the system. Would this mean all planets in system that are now uninhabited can be recolonized.
6) Haha - we would need a new facility on planets to provide a shield against radiation from planets going suicide into suns

PS - A brilliant idea - reward yourself accordingly
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