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Re: New Game - Long hard road Mon, 09 May 2005 05:42 Go to previous messageGo to previous message
iztok is currently offline iztok

 
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Messages: 1211
Registered: April 2003
Location: Slovenia, Europe
Hi!
multilis wrote on Sun, 08 May 2005 20:41

I took a quick look and designed a race I think would do very well. Pity the SD that would stand in my way.
You serious? I've had a look over about 50 turns at advanced SD fighting away a SS and a WM, both with double his res. I've been helping him only with tech. Remember, there's NO SFX hull that would provide fuel AND repair. You'd need to constantly produce sweepers in BIG numbers, and ferry them to front 500LY+ far. He only needs to kill your fuel carriers (LFs) and docks/stations on your planets close to him and you'd be fuelless / repairless most of the time.

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Lack of gates affects both attack AND defence...
Yeah, but on attack you're operating in his space. His reinforcements/fuell/repair are 1-3 turns away, yours 10.

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Big change I see is power of stealth... without gates and with such sparce planets, suprise is huge.
Another reason for playing SD. Detonating MFs reveal approximate position of enemy's fleet(s).

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Big problem with such a game is the micromanagement at the end.
That's the rason why I limited myself to games with about 30 planets per player. Had a small shock when I received the uni for the game Galactic Awakening: "Me nuits? Shocked 80 planets per player?!?"
BR, Iztok

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