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Re: Pockets of Planets. Thu, 04 December 2003 03:22 Go to previous messageGo to previous message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Jumpgate ships. It's mentioned above by Micha.

The other alternative is to have everyone IT... but that leads to other problems.

I think allowing players to travel through the empty space might not be a bad idea... as long as the gaps from pocket to pocket are really huge - therefore making any kind of surprise attack in this manner a huge effort - saving it for more of an end game kind of scenario.

I love game ideas that question the "standard" information...

Like NAS is fairly interesting now if you think about it... planet hopping isn't possible... but then when you enter a new pocket it's going to be hard to find what you're looking for.


*SD : no, detonations wont stop a warfleet - but they will stop scouts... and freighters... have you never jumped through a wormhole and landed in an SD field? It's a nightmare!

*AR : they're generally got better tech than you... so getting past them may not be so easy... granted once you are...it's easy going.

*IS : I still don't like the idea of just how many invasion troops they can breed up behind their stargate... it'd really only be limited by the freighters they can build...

*WM : Best attack for worst defense... nothing new. But you still have to get past that fleet of theirs!!!


If you think about it... minerals will play a bigger part in this game than pretty much any other. Since everything rides on a small number of huge fleets (or maybe just 1 huge fleet at your stargate and lots of skirmish ships elsewhere in "deep space") you'll need lots of minerals... HE and AR are perfect for this.

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