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January 23rd, 2004, 09:01 PM
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Re: Ship weapon loadout
Quote:
Originally posted by geoschmo:
quote: Originally posted by primitive:
Satelittes have one BIG flaw. They can't hit trained ships/fleets unless they are stupid enough to get in close.
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Exactly, and fighters suffer from the same flaw. The fighters of course can move around a bit, but the range advantage of the PDC allows them to be taken out before the fighter weapons themselves come into range. "Know when to hold them"
When your enemy have sufficient PDC ready, you hold them. You don't win many battles with them, but you win the war with economics. Strategy gaming at its best 
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January 23rd, 2004, 09:07 PM
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Shrapnel Fanatic
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Re: Ship weapon loadout
Or you lose the war from having wasted more resources on the fighters and carriers than the opponent has wasted on PDC.
Still awaiting an apology for the minor flame you made there Primitive.
[ January 23, 2004, 19:08: Message edited by: Imperator Fyron ]
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January 23rd, 2004, 09:26 PM
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Re: Ship weapon loadout
Since it was a minor flame, I guess I can offer a minor apology
But you still have not understood the point of bluffing and counterbluffing. Fighters you only pay for once, PDC you pay for when built, and then the same amount again in maintanance every 4 - 7 turns. The fighterbuilder got to be pretty stupid not to win the economic part of that game.
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January 23rd, 2004, 09:32 PM
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National Security Advisor
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Re: Ship weapon loadout
Quote:
Originally posted by primitive:
"Know when to hold them"
When your enemy have sufficient PDC ready, you hold them. You don't win many battles with them, but you win the war with economics. Strategy gaming at its best
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I will agree there is some amount of satisfaction from planning and executing a strategy and having it come off succesfully. Hitting the enemy where is ain't can be quite exhillerating. And you might be able to get them to work marginally if you are extremely dilligent at maintaining the suprise factor and go through the micro managment neccesary to pull off the plan you have suggested here. But fighters aren't effective unless the enemy is totally unprepared for them. The plan you suggest depends too much on the enemy doing something to fall into your trap so to speak. It will work if they are unprepared, but will be a failure if they are, and isn't noticably cheaper in resources, isn't noticibly faster really, and has a lot more work involved in setting it up. The alternative, ships and no fighters, well, just works.
Maybe I am wierd, but I don't stop putting a couple of PDC on every warship just because the enemy stops, or never starts, using fighters and missles in a game. If the players you are facing do that, it would explain why you have success with fighters. I suspect it's just generally your level of skill though and not the fighters. I have faced you a few times and remember you to be a tough fight with or without them.
I'd love it if fighters could be effective longer into the game, but as far as I have seen in the stock game they aren't.
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January 23rd, 2004, 09:37 PM
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National Security Advisor
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Re: Ship weapon loadout
Quote:
Originally posted by primitive:
Fighters you only pay for once, PDC you pay for when built, and then the same amount again in maintanance every 4 - 7 turns. The fighterbuilder got to be pretty stupid not to win the economic part of that game.
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Not really, because to have a noticible effect economically you have to have enough fighters to make him alter his designs, to use more pdc then he would otherwise. If he's just always building ships with a couple pdc either way and you don't throw enough fighters at him to overcome that, you aren't doing anything at all. And even if you did throw more fighters are him, you are in fact makeing it cheaper for him because pdc are cheaper by a significant margin then other weapons he might have otherwise chosen.
If the fighters were a viable threat then the slightly smaller amount you are spending would be a significant difference. Instead, you end up paying a little less, but get a lot less in the way of effective offensive punch. That isn't really a good tradeoff.
[ January 23, 2004, 19:38: Message edited by: geoschmo ]
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January 23rd, 2004, 09:39 PM
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Second Lieutenant
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Re: Ship weapon loadout
I would like to see a greater expansion on fighters and perhaps linking in with mines, drones and satelites ? fighter type a can pick up sats and move em around during combat ?
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January 23rd, 2004, 09:50 PM
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Lieutenant Colonel
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Re: Ship weapon loadout
The enemy's combat bonuses are the bane of units.
A single talisman can really help a stack of 100 SATs or a stack of WPs.
In one game I hoped to use the talisman SAT stack, but there were too many warp points. Also by time I got the talisman the enemy was well on the way to getting the warp point creator.
In fact the combat bonus system is so unbalancing, I blame it for killing interest in the game.
[ January 23, 2004, 19:52: Message edited by: Wardad ]
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