Re: Playing a low-profile PP in a non-comm game |
Sun, 14 July 2013 13:20 |
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Bystander | | | Messages: 141
Registered: June 2003 Location: Tampa, Florida, USA |
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Above I had talked about the benefits for keeping your Packet Physics identity secret for a while in non-communication games.
Here are some of the methods I have used to minimize discovery risk while still enjoying some of the special abilities of the race.
A) You can positive terraform for yourself (or allies if you have them) without a packet ever showing up on enemy scanners. You just need to set up a driver within a 1st-year firing range of your target planet. For example, build a cheap warp 6 driver on a planet less than 40 lys from your target. Use a red planet to fire from if you have to. Overfling at a speed of warp 9. 1st-year distance is 1/2 driver squared, so roughly 40.5. Packet hits planet in same year as fired, so no scanning evidence for enemies to see. Depending on size/number of packets, habs and luck - you can have a big yellow world close to 100% fairly quickly. The better the driver tech, the farther away you can fire from, giving you more planets to choose from as source and target.
B) If you see an unarmed enemy ship is about to scout your driver-equipped world next turn, just make sure that no armed ships of yours are around. No battle, no scanning to see you have driver.
C) If an armed enemy ship is approaching your driver-equipped base, it is pretty cheap to switch your driver to a gate. Build happens before battle, they only see a gate. Switch back to driver when danger has passed.
D) Cloaking your bases helps against War Monger scanning your design from a distance. Also makes it more difficult for IT to see your habs have changed drastically.
E) Scanning packets should be limited to paths that are unlikely to be scanned by enemies. This is ususally just a rear-corner at the start of a game. But you would be surprised at how some players don't zoom out the map to their full scanning ability in early game. You might get lucky skirting the edges of some 300 ly planetary scanners because the players are zoomed in and concentrating on their HW and immediate surroundings.
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