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December 15th, 2007, 08:54 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Ideal 4x Travel
Megastacks had inherent limitations in SE4, since when you got too many ships, they'd start blocking each other from moving optimally.
And with short range guns, there is only a small number of ships that can shoot at any one target at a time.
With SE5, they simply stack up in the same location, forming an Übertower of doom and lameness.
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December 15th, 2007, 08:59 PM
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Corporal
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Re: Ideal 4x Travel
I want to see big stacks have friendly fire problems.
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December 15th, 2007, 09:08 PM
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Shrapnel Fanatic
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Re: Ideal 4x Travel
We first need combat AI or physics that will prevent or avoid overlapping...
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December 15th, 2007, 09:09 PM
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Shrapnel Fanatic
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Re: Ideal 4x Travel
In stars!, there were sensors with ranges into the hundreds of light-years, stealth, mines which could cover hundreds of light-years...
...All of which combined meant that if someone sent an uber-stack of doom, your mines would force them to either slow down or take damage and you could attack their space with smaller, spread-out fleets, resulting in a MAD-like situation.
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December 16th, 2007, 03:58 PM
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First Lieutenant
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Join Date: May 2005
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Re: Ideal 4x Travel
A good reason to have "Command" ships with special "Command Bridges" on them. Each would have an ability to control so many ships. While fleets could still stack, each would be a stand alone entity.
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December 16th, 2007, 07:26 PM
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First Lieutenant
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Re: Ideal 4x Travel
AOE weapons would quickly discourage stacking fleets.
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December 16th, 2007, 07:44 PM
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Shrapnel Fanatic
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Re: Ideal 4x Travel
Only for ships under human control unfortunately...
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December 16th, 2007, 07:55 PM
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First Lieutenant
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Re: Ideal 4x Travel
That's true. Perhaps it's time for some Homeworld'ish space combat in SEVI?
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