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Re: Repair after gating loophole Mon, 23 June 2008 11:23 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
bigcanuknaz wrote on Mon, 23 June 2008 17:05

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.


Same here. Since years I have fleets stationed at most of my planets called "* M+R Columbus" or whatever planet name, meaning "Merge+Repair" (the M also stands for Minelaying), those fleets contain one or more MLs and SFX. (The * is there so the fleets show up on top of the fleet report.)

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I think it would be impractical to ban this feature as a cheat.

Personally I feel the same way.

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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.

Merging on arrival does not help against going over the 512 limit. Merging happens after production. So during the production phase your fleets aren't merged yet. Or maybe I misunderstand and you mean something else ... ?

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As everyone can use this "feature" what is the rational of trying to brand it a cheat?

This is the main reason of my first post. To make sure as more people know about it, like I said: to level the playing field.

IMHO it's more hassle to forbid it, to control it and adds more MM than just to allow it. Especially for the old-timers with rusty playstyles. Wink

mch

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