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  #61  
Old November 14th, 2004, 04:52 AM
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Default Re: Gameplay tips & tricks

While someone mentioned that Small Fighter stacks are less vulnerable, they can get in the way of your warships and block them from getting into battle. Large stacks keep your movement lanes open.
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  #62  
Old November 14th, 2004, 04:57 AM
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Default Re: Gameplay tips & tricks

Putting all (or most) of a systems warp-points into a cluster makes defense more efficient (one fleet will do). However, there is a pitfall to this strategy. If there is a way to attack them without going through one of the warp-points, several warp-points in a battle can bottle up your fleet so you do not have room to move. I've lost a fleet of Talisman dreadnaughts in such a situation. I was shocked when I lost the battle, but the replay showed my ships fighting piece mail as they wiggled their way out of a 9 warp-point cluster. Besides the 9 warp-points, a bunch of CSM V drones did not help (they just sat there blocking things up even worse).
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  #63  
Old November 14th, 2004, 05:01 AM
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Default Re: Gameplay tips & tricks

When building Ringworlds, use the slow build turns of your Mobile shipyards when you are done building the RW parts to build weapon platforms, satellites, troops, and mines to place on your new ringworld. Never waste ringworld construction time buildng units - you build those buggers for the high facility limit so don't waste time building units or ships.
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  #64  
Old November 14th, 2004, 05:09 AM
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Default Re: Gameplay tips & tricks

Warp Weapons on Heavy mounts are a nice way to break up an enemies fleet so they fight piecemail. However, such a strategy makes your unarmed ships that run to the corner much harder to defend. I suggest you spread out your mine sweeping capabilty if you use these. You also need to spread out minesweepers if they target weakest in case you put one weapon with max range on your minesweepers.

Repulser beams are better at pushing enemies in a consistent directon, but they do not work against bigger ships like Warp weapons do.
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  #65  
Old November 14th, 2004, 05:14 AM
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Default Re: Gameplay tips & tricks

Ringworlds remove the star from a system, so solar collectors on drones will no longer collect supply, so they will quickly run out of supply. I would assume that would apply to Crystalline faclity that produces resources per star as well (they would no longer produce).

My next post will be some reason why you should not use drones.
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  #66  
Old November 14th, 2004, 05:18 AM
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Default Re: Gameplay tips & tricks

You can deploy drones in space with two solar collectors III so they do not run out of supply. However, they are managed as single units so they quickly make your empire hard to manage. If you use the space bar to move to the next ship without orders, it will stop on drones. Since drones cannot be grouped in a fleet, you will keep coming back to the drone stack as you cycle looking for ships to give orders too.

If you hit the ship limit and feel you must build units, build fighters instead of drones. They are easier to manage and can be recovered and can be grouped in fleets.
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  #67  
Old November 17th, 2004, 12:05 PM
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Default Re: Gameplay tips & tricks

Quote:
LGM said:
Quote:
Spoo said:
There's no need to use colonizer hulls. Instead use small transports, since they're the same size, have the same cost, and it's not immediately clear to your enemies whether the ship is a colonizer, minelayer, troop transport, etc.
To build upon this technique also use Freighters as your early combat ships. The Satellite launchers have a high probability of absorbing missile hits.

Consider building warships on Freighter hulls the first turn or two. You should with good constructon be able to build such ships in one turn at a homeworld. Then you can switch to Emergency building SY Bases and/or Freighter with Colonly modules.

On your initial Freighter warships, stick a few population on them. This population will be immediately replaced, but this population can be used to exchange breathers with another race as you explore.
Why would you use a Transport Hull as a warship when " At least 50% of spaces must be used for Cargo Containers."

?
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  #68  
Old November 17th, 2004, 12:13 PM
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Default Re: Gameplay tips & tricks

Quote:
TurinTurambar said:
Why would you use a Transport Hull as a warship when " At least 50% of spaces must be used for Cargo Containers."

?
Turin
A cargo ship is 300Kt, half of which must be cargo spaces. So basically you have a the same amount of room as an escort (150kt) for weapons etc PLUS you have 150Kt worth of cargo components that help to absorb a few extra shots in combat. All else being equal such an armed cargo ship should win a large majority of 1 on 1 fights against escorts, and will hold it's own against frigates. The longer you can Last in a fight the better off you'll be. The main drawback is the 5 engine limit on cargo ships. Sometimes speed can be a decisive factor.
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  #69  
Old November 18th, 2004, 12:48 PM
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Default Re: Gameplay tips & tricks

I love this place!

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Aa Turam Empire

Geekdom is eternal... you will be assimilated... resistance is futile.

A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp

'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al

"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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  #70  
Old November 18th, 2004, 12:50 PM
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Default Re: Gameplay tips & tricks


Wait.... what number are we on? Ummm:

n) If you're in a PBW game with anyone who posted useful information in this thread, withdraw.
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Aa Turam Empire

Geekdom is eternal... you will be assimilated... resistance is futile.

A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp

'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al

"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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