Re: Repair after gating loophole |
Mon, 23 June 2008 11:05 |
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I often use the "merge and repair" feature. I go so far as to try to have a SFX merged with my minelayer at potential destination merge points, so I have some mass to merge with, and the extra repair of the SFX.
I think it would be impractical to ban this feature as a cheat.
1. The extra micromanagement of merging by hand the next turn, versus using the feature would not be too bad.
but..
2. The additional fleets would *often* in my case, cause me to go over the 512 fleet limit. This causes a whole new *huge* set of micromanagement problems of having a ship stationed at *every* planet, so new production can be merged with that ship rather than lost. And then the effort of splitting all those ships from the planet covers, and sending them where they are needed.
As everyone can use this "feature" what is the rational of trying to brand it a cheat?
Using it as a feature slightly increases the utility of IT, from the point of view of no ships lost overgating, but increases the utility of all other races (except HE), when repairing higher overgating damage. I'm not sure if there is any net gain here.
Thus:
1. All races can use it equally (except HE)
2. It is not unbalancing in game play
3. It avoids over 512 fleet micromanagement
So I think this feature should not be labeled as a cheat.
naz
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