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Old December 18th, 2006, 07:57 PM
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Default Re: Are you tough enough to be the \"King of the Hi

Quote:
Alneyan said:
Yeah, I didn't get the gist of your rule the first time around. I would suggest a rewording, on the lines of "no more than ten ships per sector at any given time". We might have to prepare for reloads, though: I can see some problems when trying to launch multiple attacks at a position in the same turn (I'd want to initiate several attacks in the same round against a wormhole, myself). Given how complicated move orders are, such plans could result in getting more than ten ships in a battle.

Turning off Advanced Military Science is not a problem. The trait only gives training facilities and sensors, but the latter is utterly useless in a full tech game. Hyperoptic Sensors are "only" good because they aren't too hard to research, but Gravitational Sensors will work just as well here. If you are feeling silly, just use the more expensive Tachyon Sensors.

So, turning off training shouldn't be a problem, in technical terms. Now we should decide whether it's a wise thing. I'm not sure training is that useful, as getting through a wormhole is going to be tough no matter what, with only ten ships around against a mighty number of units on the other side (plus ten ships). There's always Warp Manipulation, of course, but then training doesn't matter one bit.

So, I'll make the following bold suggestion over the "no training" thing. There may only be one hull deployed (a ship, a base or one unit) over a wormhole at any one time. Planets over a wormhole cannot have any extra cargo. How does that sound?
OK, how about this mod to the mod:

No more than 10 items at a warphole. Examples: 1 fighter, 1 sat, 2 bases, and 6 ships. Or, 10 fighters. Or 10 sats. Or 10 bases. Or 5 bases and 5 ships. (you get the idea) Wouldn't be any worse trying to come through a hole and letting 70 ships have first shot at you to go against a max of 10 things with a fleet of 10 ships. OF course, the dilemma is complicated by the possibility of bases or ships that launch fighters. Granted, anything sporting fighter bays doesn't have weapons. And might NOT get a chance to launch any/all of the fighters.

As to planets and warpholes together...don't worry. My last setting takes care of that:

Fulltech:

No intel (S)
No APB (A)
No ship/base size above 600 Kt (S)
No racial points (A)
No more than 10 vessels per sector (mines exempt) (S)
No Advanced Military tech (A)
No openers or closers (S)
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