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Old September 3rd, 2002, 11:18 AM
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Default Re: Defending Planets

One good place to draw the line is slightly above your opponent's speed. Being faster than the opponent gives a major advantage - being as fast as possible gives diminishing returns, especially because you cut other abilities to get that mobility. Also, if the line is set quite high, it may be worth cutting to a slower speed to gain ability. In QNP, especially for larger ships which take a lot to move, slow and strong ships are more appealing. For defensive ships too, they can be slower.

In Proportions, it may well be possible to build up a planet that is not worth attacking, in terms of the fleet casualties. One major cause of this is the very high capacities of non-domed colonies.

Even in the unmodded game, though (at least in Gold with drones and platform mounts), it is possible to build very powerful defensive planets that can stop an invasion fleet. But it's only possible to build a few such planets, and it comes at a large price which might be better spent elsewhere. On the other hand, being unpredictable is a major advantage in itself, and players usually don't expect to lose a large fleet to a planet.

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