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  #11  
Old April 12th, 2007, 11:11 PM

jfp3 jfp3 is offline
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Default Re: 1st Game Issues: Resupply

I really like the idea of "Forward Supply Depots" for an attacking fleet leaving systems to the rear open to development. Must really suck if you are retreating into a system that was once a supply wonderland, but recently developed to a "normal" system...
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  #12  
Old April 16th, 2007, 02:35 AM

Siirenias Siirenias is offline
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Default Re: 1st Game Issues: Resupply

In my current game, I support some 4 or 5 fleets, and have forward stronghold systems that have some 5 depots in the system to support a fleet. Coincidentally, all but one of these systems were originally enemy colony systems, and the depots are a result of planet hopping, to supply a fleet in an aggressive state of activity.

I learned lessons from the demo, and had logistics ships early on, first as supply freights (built on a light cruiser) into a solar generator. Attach it to a fleet, and it will just keep producing supplies. I'm all stoaked now, having finally figured out what one needs to get quantum generators, and I'm now playing with a quantum supply generator. (Organics technology brings to light the ordinance generation pit thing)
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  #13  
Old April 18th, 2007, 06:33 PM

jfp3 jfp3 is offline
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Default Re: 1st Game Issues: Resupply

If you have resupply depots, and a couple of "Cargo" Storage Facilities in the same system, will the depots "Fill up" the Cargo Storage when the Depot's are maxxed?
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