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Re: HE - usable? Fri, 27 December 2002 18:19 Go to previous messageGo to next message
johng316 is currently offline johng316

 
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EDog wrote on Mon, 02 December 2002 23:16

I personally rank the HE as the weakest of all the PRTs.



It's funny how far the pendulum has swung. In the early days of Stars, the tri-immune 4% HE was considered unbeatable (and was often banned in games) until Scott Phelps wrote an article on 19% JOAT with expensive tech being able to stomp it. There were heated arguments until Scott finally took on a challenger to prove his point. From there, it seems all the 25K by 2450 races began to spring up after Barry Kearns and Jason Cawley made the astonishing claim that 25K by 2450 was possible.

The weakest of all PRTs? Not by a longshot, IMO, but it depends entirely on the universe settings and game objectives. Each individual game will have weak choices and strong choices. The no-stargate issue is a severe problem, but it is manageable given the right universe.

HE is still extremely viable and can be surprising in terms of power in the right hands. It's even more deadly today given that most people will underestimate the potential of the HE, assuming they are a weak non-threat. In the old days, if you were crazy enough to play HE, you would immediately have to fight off the entire universe once your PRT was discovered because of FEAR of the PRT. Under the right conditions, I say experiment with HE and have some fun, because most today won't consider you a threat (and this could allow you to grow peacefully).

Regards,

John G
Stars! Historian Wink



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Re: HE - usable? Fri, 27 December 2002 21:08 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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I think that this pretty much sums up how we all first start with stars!

Planets are the main goal - buggar all else we want full hab ranges and all those nice LRT's.

Then we slowly realise that if we accept that we can't colonise anything from day 1 we get the same race - but faster growing.

This increases until we achieve the balance between growth rate and potential planets.

This is where (from what I have found) most everyone takes one of 4 directions and begins the major learning process from here.

-F rapid utilisation and mega mining - no Geranium depandancy
HG rapid expansion and growth (duh) - maximise everything in sight quickly
HP slower than all other options but yeilds the best results IF given the time
HP/HG hybrid - not as fast as HG but uses planets better, not to the same level of use as a HP but at least it can develop quicker.

Then comes into play the tech issue. Most everyone takes weapons cheap - in more recent games I've stopped doing this - I've taken expensive (mainly for trading purposes) and nipped something useful as cheap - electronics for example.

It's at this point that (at least I) most people learn that in their quest to perfect tech and econmy they buggered up the first balance and the process starts again.

As such I find most everyone out there will have a particular race they use commonly - but are constantly making small adjustments.

I know I do.

As for deadlyness and use of each PRT....

IT - endgame masters second only to an AR given room to breed.
IS - Expensive weapons, but not only superb defense but excellent invasion.
AR - can anyone say mineral fountain?
SD - mines, mines, mines and more mines.
JOAT - does exactly what it says on the tin
SS - consider your race mobbed for simply being SS - most stars players are racist (game-wise) and SS are the smallest minority.
WM - push and don't stop pushing.
CA - banned so often. Bar the economy and terraform (which are VERY nice) this race has NOTHING fancy.
PP - pen scanning packets are
...

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Re: HE - usable? Fri, 27 December 2002 22:40 Go to previous messageGo to next message
EDog is currently offline EDog

 
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freakyboy wrote on Fri, 27 December 2002 19:08


PP - pen scanning packets are useful - but this is another race that tends to get mobbed. Best way (i've found) to play PP is to not use their packets for as long as possible - thus you can see anyone who launches a packet.




Just a side note here about this. I tend to play PP races fairly often, and have found that if you avoid using packets prior to getting W10+ drivers, people will think you are either IT or JOAT. In fact, I often replace my initial starbase designs with non-driver designs to further this mild deception. In many cases it is rare for me to even launch a packet prior to 2450, the exception being if I have a nasty streak for a neighbor who keeps trying to set up tiny colonies along my border. If you hit stuff within one year of packet travel time, all they know is that they keep losing colonies...

EDog



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Re: HE - usable? Fri, 27 December 2002 22:55 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
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Yeah, I'm slowly going through the Primary Racial Traits making a race design that I really like for each one before moving one. 16 tries with AR... everything from no immunities to three immunities and some redundancy I believe.

Low growth HE's are easy, I made a 5% one (kinda slow but still OK) I gave it silly high factory and mine settings, not to mention that both are Very cheap (5 and 2 cost) and then I gave it 1/1000 production. something like 15/5/20? and 15/2/18 all expensive weapons cheap no IFE (I have the settlers delight) I know early scouts get slowed a little, but I wouldn't play this race in a universe big enough for that to matter. Always take OBRM with tri-immune HEs. Its like NAS for JoaT. Easy race to design hard to play really. You get either a lot of little colonies or only a few big ones. The cheap factories and mines make ramp up probably the quickest non -F or AR. Hyper Expansion is a race I really like, I like the starting ships and the way I can make these silly yet good enough races with them. I just wouldn't play HE in anything larger than small (I think Jeff's should allow 100/250 and 150/600 gates for HE in medium+ universes or they just break down, I think that 300/500 shouldn't be given away though because well... thats just the way they play).

In design really factories cost 7/8 and mines 3 is usually fine, actually usually better. With a tri-immune HE I think 1/1000 should be a must since the low amount of population would cripple starting speed otherwise. (or Very cheap Very good factories and 1/2500 but they still don't work as well as a normal HE)

The metamorph can be overlooked. Really its extremely useful. Besides doubling as a freighter in peace time it can be equipped to shoot faster than a Battleship. That's good when you give it capital missiles and a couple over-thrusters = bomber killer. Not a perfect ship design but fun when they scream in rage because they now have so many useless missiles sitting in orbit. Using this Unsupported and you Will lose the met
...




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Re: HE - usable? Sat, 28 December 2002 09:56 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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I love the 150/600 when I'm not IT!!!!

It's actually surprisingly easy to use 150kt cruisers for extended lengths of time.

In one game I'm playing, I've got 150/600's in use despite having the tech for the 300/500.

To elabourate upon this I'm playing a -F IS race. My primary ship design (and a highly successful one thus far) is a cruiser hull with...
6xAMP's
2xelephant sheilds
2xjammer 50's.
2xTGMS engine.

This weighs 128kt and coupled with my mini-bombers with Cherry bombs I can gate these ships 600ly easily (my empire is just over 600ly wide and I have gates everywhere). This allows me to respond instantly and with these 2 simple ship designs I've managed to perform quite well, my empire is the largest but not the strongest.

Now to make sure this is on subject I'd like to point out the HE race that was in the game. An experiment involving an 11% bi-immune HE race. It started damned well and stuck to it's guns by sending out lots of smaller fleets rather than a singular whorde.

The game has passed 2530 and the HE race is still in it - with a whopping total of 18 *remaining* planets. Up until 2460 it was miles ahead but by 2470 the rot had set in. Support ships were arriving 5 years too late and defensive fleets couldn't intercept anything. The race has lost almost it's entire empire and at the same time has lost barely any of it's defensive ships. I should know - the race is my ally!!!

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Re: HE - usable? Sat, 28 December 2002 19:19 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
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ZZZh, thats why I feel they should be able to use atleast One kind of gate in bigger games, its just... unfair otherwise Sad


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Re: HE - usable? Sun, 29 December 2002 16:27 Go to previous messageGo to next message
zoid is currently offline zoid

 
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No gates whatsoever does seem a bit stringent; I think limiting the HE race to only a 100/250 gate would have been better. After all, the OBRM guy still gets basic miners, and the WM still gets basic defenses, the NRSE guy still gets the fuel mizer engine ( and there might be other comparisons that could be made but I'm too lazy to think that hard). The "no stargates" limitation seems to be the only one that cannot be mitigated by the Mystery Trader, so it's awfully harsh.

Limiting the HE to a 100/250 gate would still be punitive (how useful would stargates be if the 100/250 was all there was?), but then, I guess disadvantages are meant to be punitive. At any rate, it might make a difference for someone. Alternatively, they could have given the MT stargate plans for a special stargate, since any other similar disadvantage in the game can be undone by MT trading. It's only fair. Mad

Perhaps the Jeffs (are people still saying that?) also felt in the early days that the HE was too powerful, like everyone else. I guess HE players will have to live with it like it is though; as old as this game is I don't foresee any changes at this point, so it's all academic. Cool



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Re: HE - usable? Sun, 29 December 2002 18:04 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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I'm curious about a gate from the MT. It can't have infinite ability for range or mass because that would rip away the IT advantage. I can't think of a good way to make it work, unless it was on some form of no armed ships type deal.

{mod edit: fixed the ZZZ}


[Updated on: Fri, 26 January 2007 06:09] by Moderator


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Re: HE - usable? Sun, 29 December 2002 19:40 Go to previous messageGo to next message
johng316 is currently offline johng316

 
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I personally think the best way to balance HE would be to reduce the points HE gets from reducing growth rate and return some limited (if not full) stargate capability. It's interesting to try to play without gates. In small universes, it's a limitation but nothin you couldn't plan around mostly. In larger universes, it's very tough to be competitive and have a reasonable defensive position.

If you could somehow just reduce the race points that HE gets from low growth, it would go a long way toward balancing this PRT and making it a bit more playable.

That said, I think Stars has done a very good job, in general, of balancing all the variables in race design. There are several potential strategies available and not one clear choice. I love all the variety this game can (and does) offer.

John G



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Re: HE - usable? Sun, 29 December 2002 19:44 Go to previous messageGo to next message
BlueTurbit

 
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freakyboy wrote on Sun, 29 December 2002 17:04

I'm curious about a gate from the MT. It can't have infinite ability for range or mass because that would rip away the IT advantage. I can't think of a good way to make it work, unless it was on some form of no armed ships type deal.


If you are gating to IT inf/infinity gates that would be the case. As the Jump Gate has range and mass of the destination gate, which in the case of an HE would have to be an ally's planet. The risk of losing IT advantage is very small. Some MT items are years in coming. Some show up often, especially those you don't really want. Smile I have played many games over four years and have yet to get this item in a multi-player game. Except for those in the MT scout ships that I have received. Sad
The jump also requires two moves, jump to space, jump to gate, whereas IT can jump in one.
Usefulness is the ability of non-IT race to gate minerals and colonists like an IT. Have you ever been in games where good planets were available to you via ally conquest, but they were hundreds of ly away from your nearest planets. If ally lets you use gates then you can jump colonists to new area and get fast start on new planets.
But this won't work if you are backstabber as ally won't let you use gates lest he face instant death on many planets. Laughing




[Updated on: Sun, 29 December 2002 19:45]




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icon5.gif  Re: HE - usable? Sun, 29 December 2002 20:03 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
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Last time I got that, it did have infinite range. I used it for cargo gating. Now they must haev fixed it because I'll swear to it that I wasn't IT. I know it says its dependant on recieving gate, but meh. Confused


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Re: HE - usable? Mon, 30 December 2002 00:10 Go to previous messageGo to next message
Stalwart is currently offline Stalwart

 
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Greetings all,

Just thought I would put in my couple of cents about the HE Strategy. Keep in mind that the HE has the ability to colonize EVERYTHING. This means trading for planets a LOT easier. If you are having trouble getting stargates... get an ally who has some and ask for them to colonize a couple of planets in your system in exchange for planets in his, minerals, and your forces. That in it's own right is a VERY extensive tool, and if that isn't enough, HE can have a very nice tech advantage after they start ramping everything up... and even then they can still provide the overcloaked Mine Layers and the Flux Cap Nubian/smaller ships.

Just because you can live everywhere doesn't mean you HAVE to, it just leaves you more room to play with. And considering a HE can have high value greens on EVERY planet right at year 1, and if you have a bi-immune you only have to worry about 1500 (Maximum +/- 15% Terraforming at 100 resources per click) maximum amount of resource for terraforming per planet, as compared to 4500 for all other races (3000 compared to 1-immunes). That is a LOT compared to the fact other races have to constantly manage that, and puts HE up there with that of a CA, but even a CA can't get 100% planets on almost all of his planets... (though they can get pretty cloes Razz)

Again this all goes into the fact that one must understand his people in order to run a fluid empire. Very Happy

Hope this helps,
Stalwart


[Updated on: Mon, 30 December 2002 00:13]




"Attaining one hundred victories in one hundred battles is not the pinnacle of excellence. Subjugating the enemy's army without fighting is the true pinnacle of excellence."- Sun Tzu

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Re: HE - usable? Mon, 30 December 2002 02:30 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Just to chuck in something else of mention...

The lack of stargates by HE has an advantage, only one, and a small one at that.

I play IT alot and I often take NAS. This means I can still penetrate scan any planet with a stargate within range - handy, but HE has no gates and as such I would remain blind until I put ships in orbit.

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Re: HE - usable? Mon, 30 December 2002 17:12 Go to previous messageGo to next message
johng316 is currently offline johng316

 
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freakyboy wrote on Mon, 30 December 2002 02:30

The lack of stargates by HE has an advantage, only one, and a small one at that.


Another *minor* advantage that I enjoy along these lines: There's no more puzzling about whether you should use stargate, driver, combo, or two drivers. Choice is easy, and the usually plentiful minerals for HE designs means more and bigger packets for offense to accompany twin drivers and slightly better packet defense for HE.

John G



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Re: HE - usable? Mon, 30 December 2002 23:05 Go to previous messageGo to next message
Stalwart is currently offline Stalwart

 
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thaetings All,

If any of you have tried out the HEmroids you will also learn that since you don't have to worry about Stargates, 1/3rd of the Terraforming of other races (if not 2/3rds), and the fact you only 1/2 the shipment of Colonists to any planet (your pop is 1/2d of course), that leaves you with a large pool of resources as well. The HEmroids take advantage of this by having cheap techs (2 cheap, 2 norm), cheap starbases, cheap engines, cheap mines, cheap facs, and although you have a small GR, your high valued planets (which are just about everywhere) are easy to build up! All this in one proves for a very fast race. You also don't have to worry to much about "holds" as your don't have to many factory and mine "Units" to operate... which makes for building up a colony very quick.

With the cheap tech, the fact you need less resources to not only get planets up and running, and light cost efficient ships you will have a HUGE advantage at the start and end game (REALLY cheap and POWERFUL beamer Cruisers/Nubians)

With all that in mind, if you ever come to the point where you need Packet drivers, your normal cost in Energy means you will get them earlier, your normal prop means you will get those fast/light/cheap engines sooner, and the fact you can place 2 Mass Drivers on each planet makes for a very deadly race if left alone for to long.

There is more, as with the fact that you can colonize EVERYTHING, that means that once you get enough planets, you can build emergency colonization fleets. These are fleets that, although you have a low GR, takes up any overflow of colonists during other planet holds. Though you are removing their resources from a planet you will like them when you are loosing planets faster than you can count... as when you have some 30+ planets, and your neighbors suddenly decide to attack you, you can draw from all the production planets, which in essence is the MAJORITY of you population, and keep colonizing new breeders as they slowly take planet by plane
...




"Attaining one hundred victories in one hundred battles is not the pinnacle of excellence. Subjugating the enemy's army without fighting is the true pinnacle of excellence."- Sun Tzu

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Re: HE - usable? Tue, 31 December 2002 06:27 Go to previous messageGo to next message
ninja_squirrel is currently offline ninja_squirrel

 
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I think that in Stars! it is folly to class any single PRT as the best, or the worst. Which ones perform better than others depends on so many factors in each individual game that it makes no sense to consider one to be the worst overall. I think that they were all balanced fairly well, and that in the hands of the right players, they all have roughly equal potential, all things considered.

The only possible balancing problem is CA, but their edge isn't as great as some seem to think it is, it just happens to be a very prominent one, which is easily taken advantage of, as opposed to the advantages of, say, SS, which are at least as powerful(IMO), but require a great deal more skill to exploit.

The question you're really asking is, which race is easiest to use well? HE isn't the most difficult to use with a middling effectiveness, but I'd say that squeezing the real power out of them is a task for advanced players. PP is even more difficult to use effectively, and so it is often considered the weakest, because most people don't use it very well. On the other hand, CA, JOAT and IS are all very easy to use and have strengths that are easily exploited, so there are alot more people who are capable of building and playing a powerful CA, JOAT, or IS than there are people who can do the same with a PP or HE.

That's my view.



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Re: HE - usable? Mon, 13 January 2003 11:21 Go to previous messageGo to next message
TheJorrus is currently offline TheJorrus

 
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Stalwart , I fully agree with you ... HE in the right hands can be very nasty especially later in the game.

Personally I prefer HE over any other PRT ...



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Re: HE - usable? Mon, 13 January 2003 14:13 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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After a few testbeds I've come to agree that HE aint all bad.

The flux is very nice, very very nice.

But I still stick to the Metamorph being useless waste of space and that anything over medium+dense and HE will really feel that lack of gates.

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Re: HE - usable? Mon, 13 January 2003 19:19 Go to previous messageGo to next message
zoid is currently offline zoid

 
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freakyboy wrote on Mon, 13 January 2003 11:13

... I still stick to the Metamorph being useless waste of space and that anything over medium+dense and HE will really feel that lack of gates.


I have limited experience at best in all the PRT's, but HE is the one I've played the most. I used to conceal my PRT as long as possible not using anything (like mini colonizers) that gave away the nature of my race, but the metamorph hull is so handy I can't resist using it. However, the ONLY use for it that I allowed myself was for non-combat utility uses, such as 98% cloaked minesweeper ships. With a 98% cloaked ship you can get within 16ly of an enemy world with max scanning ability undetected (if they have NAS) and sweep their minefields down to 1 turn of warp 4 travel before attacking. Still, I tried very hard to avoid having my metamorph hull discovered, therefore anytime I used it I employed 98% cloaking (which uses lots and lots of slots) limiting my usefulness of the hull.

If you don't care about the other guy knowing your PRT (or he already knows) the metamorph hull is far superior to a cruiser hull, and although it costs a bit more and has 1 point less initiative, the extra capacity and versatility of the metamorph make it equal to several similarly equipped cruisers. So, tell me why you don't like it; at this point I just don't understand.



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Re: HE - usable? Tue, 14 January 2003 10:24 Go to previous messageGo to next message
TheJorrus is currently offline TheJorrus

 
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Just one nasty about ...
using 98% cloaked metamorph sweepers , againt a SD you better put some extra armour on it, you tend to loose them due to thier 3 engine * (mine damage) count...

Another nice ship is a pure 98% metamorph cloaker loaded with first armour 60kt so its as heavy as possible ... use it to escourt other lighter ships say on a sneak mission...

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Re: HE - usable? Tue, 14 January 2003 14:01 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Metamorph works wonderfully in a beamer only game - fast light, very heavy sheilds and that 20% capacitor is great.

But in a missile battle I'd take cruisers - just for that higher initiative.

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Re: HE - usable? Tue, 14 January 2003 19:47 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Hmm, I was wrong about the MM having only 1 less base init, the CR does have 5 base init while the MM has only 2. I was thinking that could easily be compensated for given the number of slots and versatility of a MM hull. However, I'm willing to concede that while the MM could be made superior with the same technologies on a ship for ship basis, on a cost effectiveness basis maybe you are better off using the same amount of resources and minerals on CR's than MM's. You could basically make MM's with superior targetting, init, and jamming (easier at higher tech with a Targetting Nexus) with twice the firepower and roughly equivalent defenses of a single cruiser, but it would cost more. Of course, being able to cart away the scrap with your MM's after a battle is nice too.

On the other hand, I'll speculate that if init is so important, maybe the same amount of minerals and resources used in CR's with lower init, targetting and firepower would be ill-fated against the MM fleet, so how is that cost effective?

I know someone is now going to pull out their calculators and disprove me scientifically with mathematics; I just wanna say it's not fair that I'm a dumb truck driver who is forced to speculate, in the company of all you rocket scientists with real brains. Laughing



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Re: HE - usable? Thu, 16 January 2003 00:36 Go to previous messageGo to next message
zoid is currently offline zoid

 
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johng316 wrote on Sun, 29 December 2002 16:40

I personally think the best way to balance HE would be to reduce the points HE gets from reducing growth rate and return some limited (if not full) stargate capability.
You know, I've always thought HE had more room to play with the growth rate due to the "doubled" growth of HE's. However, it just occurred to me that the so-called "double" growth rate is really not that at all, since their population cap is halved. In order to produce the same number of colonists per turn that any other race does, the HE must have twice the growth rate. So, while I always thought an HE could get away with a lower growth rate than other races due to the "doubled" growth, it actually is not true at all, is it? A 2% growth HE gains the same number of colonists per year as any other 2% growth prt, even though it's so-called "double" growth rate gives it 4%, since it's basically twice the multiplier of half the factor. What is the greater amount, 1*2 or 2*1? Gee, now I feel like a mathematician, since I figured that all out by myself. Very Happy

In light of this new revelation, I think the HE is severely broken, with two really big handicaps (no gates, half pop cap) and no advantage except the two exclusive hulls, the limited-use settlers delight engine, and the flux capacitor. I'd gladly exchange all of those for either the stargates or the full pop cap. Pretty lousy prt, and it has always been my favorite. Shows how much I know. Razz

What to do about balancing the PRT (not that it'll ever happen)? To reduce the points that an HE gets for reducing growth wouldn't be fair at all. Instead, give the HE full stargate capability and let it keep every exclusive goodie it has. Even better, restore the full pop cap and let it keep every exclusive goodie it has. One or the other, stargates or full pop cap. I think restoring the pop cap would be best. Either one of those handicaps is sufficient to balance the few goodies the HE gets, and the pop cap one is espe
...



[Updated on: Thu, 16 January 2003 01:18]




I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
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Re: HE - usable? Thu, 16 January 2003 10:30 Go to previous messageGo to next message
TheJorrus is currently offline TheJorrus

 
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Half the pop yes but! Only Half the pop needed get maximum resources too!
Which by my math means is a cancelation ...

Factories can be 50% better , 50% cheaper ,operate 250% more
HE spend less rousources to maximise output! especialy if you dont count your pop as a resource ...

What more could you ask for ... ?

Another thing in the early turns (say 0-40) do you think most other viable races get an average growth of 10% galaxcy wide as a 5%growth tri-immune HE would?

Just an example 5% HE- 10+10+10+10+10+10+10...10 ~ 80%
is more than say a 16%non-HE- 16+3+6+8+2+4+7...11 ~ 57%
(And does the non-HE have this on close planets?)

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Re: HE - usable? Thu, 16 January 2003 10:36 Go to previous messageGo to previous message
freakyboy is currently offline freakyboy

 
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HE are easy as mittens to invade too.

An IS breeder fleet will be laughing all the way.

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