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March 22nd, 2002, 11:32 PM
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General
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Join Date: Jul 2001
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Re: In Review: Best Fleet Strategy
Exactly.
Well said....
I just clobbered an enemy in a PBEM game because I changed my strategy of ship building every 40 turns or so and used combined fleets. So the strenghts and weakness balanced out.
I personally believe their is only on strategy in this game. Production. Out produce your enemies and you will win. How you get there is the fun part. Winning is not as enjoyable 
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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March 23rd, 2002, 12:04 AM
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Private
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Re: In Review: Best Fleet Strategy
Check this out:
On the first turn, dump your innitial research points into Military Science and projectile 2. The next turn, continue researching Combat Support and projectile at the same time. Once you have ECM, get your PD up to II or III. You should have DUC IV, ECM and PD III by 17-20 turns.
On the first turn, build two or three space stations with ship yards. Once you have ECM, start building prototype hulls. Set your orbital yards to emergency build. So if you have three yeards, you can get 10 prototype hulls in 4 turns. By this time, you should close to around 18 turns with all your tech up to where we want it, so upgrade to prototype to the full Version and then spend a few turns retrofitting. Spend this retrofitting time pumping out another 5-6 complete hulls.
Presto, in 20-25 turns you have your Navy Fleet Group ready to go! You could have it in 20 flat if you were willing to settling for lower tech equipment.
**** THIS IS FROM A SINGLE PLANET LOW-TECH START!!!!!!! *****
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The Super Genius
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March 23rd, 2002, 12:29 AM
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Shrapnel Fanatic
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Re: In Review: Best Fleet Strategy
Face it GUTB, your strategy is one of the most easily countered strategies in existance. Most experienced players already build 3 space stations around their homeworld(s), so they could easily produce more ships (of a larger size) than you in the time that it takes for your fleet to be built and to reach them. And with only 1 point defense gun per ship, missile destroyers (or even frigates) would be able to overwhelm your escorts. And with such short ranged weapons, your ships will rarely get a chance to fire upon the missile ships (which would use the max range strategy). So much for that uber-defense level of your ships.
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March 23rd, 2002, 12:34 AM
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Sergeant
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Re: In Review: Best Fleet Strategy
Also, how does your empire expand? Your strategy mentions nothing about colonizing other planets, let alone exploring and expanding beyond your home system. Meanwhile, the other empires are out happily expanding... and increasing their production and research base. So you may get a few early victories, but you're empire will be out-produced and out-researched in the long run.
(BTW, didn't Wile E. Coyote also call himself a 'super-genius'?)
Quikngruvn
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The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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March 23rd, 2002, 04:23 AM
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Shrapnel Fanatic
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Re: In Review: Best Fleet Strategy
quote: (BTW, didn't Wile E. Coyote also call himself a 'super-genius'?)
I believe he did. Interesting analogy there...
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March 23rd, 2002, 09:29 PM
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National Security Advisor
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Re: In Review: Best Fleet Strategy
quote: Originally posted by Quikngruvn:
(BTW, didn't Wile E. Coyote also call himself a 'super-genius'?)
Yes. Someone should make an SEIV music CD with Wile E.'s scheme-planning tracks on it.
PvK
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March 23rd, 2002, 10:40 PM
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General
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Re: In Review: Best Fleet Strategy
You know, I'm beginning to wonder if GUTB is actually trying to spread disinformation to make his opponents underestimate him.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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