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Re: Pockets of Planets - starting ships Fri, 05 December 2003 09:20 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
freakyboy wrote on Thu, 04 December 2003 00:43

If we said.... say....

each race has 10 ships with the jumpgate on them - I'd recommend nubians loaded up with jammers, sheilds and BD's so that they wont get targetted in battle to easily. You use ONE ship mixed in with freighters to expand beyond your pocket. Should you lose all 10... you're screwed.


Ahum, hate to ruin the party but this won't work, ALL ships in a fleet need to have a jumpgate, else the fleet won't ... jump. This means you would only have those 10 ships and nothing else ...
This also means that if you want to expand to another pocket and you have to colonize a planet that you lose the jump gate ship (which has to fit a colonizer pod, oh and cargo pods of course, possibly the MT one) ... or you have to make sure you can drop on a race already living in this cluster ... (hm, the IT colonizing all planets in the universe? Grin )

Quote:

Forcing everyone to play IT is a good idea and it might be worth trying all IT vs no IT and jumpgate ships.


I'd prefer the diversity of races vs all IT ...

BTW, we're discussing this game in two topics, and topics can't be merged, I suggest continueing in the other one (started by donjon),

mch


[Updated on: Fri, 05 December 2003 09:20]

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