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Mead
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quote: Originally posted by HongHu
Isn't he great? |
It is good.
I notice that he advocates a style of rushing that differs slightly from my own.
I usually will rush a unit/facility/SP only so much that it will finish the next turn.
For example: If my missile chopper needs 42 ECs to rush and the base is producing 10 mins, then I will give it 22 ECs so that it completes the next turn without wasting any ECs. I think Kody states that should give it 20 ECs so that 10 mins carry over to the next item in the production que.
Is my understanding correct?
Mead
I will make an exception to this if I am having Drone Riot problems and I need to rush a Rec Commons or something like that. In that case I would give it all the ECs it needs to complete the job because it won't build the Rec Commons otherwise because of the Riots.
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Snowflake
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falling, once again
Apr 2003 time: 23:32
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Depend on the circumstances. If you are tight in cash and don't need to rush again the next turn, you rush it to 1 turn to completion. For example, if the chopper needs 42 ecs to fully rush and the base is producing 11 mins, then you rush 42-11*2=20ecs. Now, if you have some cash and would perhaps rush something again the next turn, then you rush to 10 min carry over. In other words, you don't rush to full, you rush to 42-(11-10)*2 = 40 since you can't carry 11 mins over. This way it's less expensive to rush the next item since we know that the first 10 mins are the most expensive to rush. In the last turn I did this in some bases since we are going to need to rush choppers in some bases.
For example, in Kody I'm building a scout, I rushed it in full instead of to 1 turn left. This way we'll get more minerals next turn and less rush cost. In bases that are producing 12 mins I rushed to full cost - 4 (=(12-10)*2) because only 10 mins can carry over.
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Mead
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quote: Originally posted by HongHu
Depend on the circumstances. If you are tight in cash and don't need to rush again the next turn, you rush it to 1 turn to completion. For example, if the chopper needs 42 ecs to fully rush and the base is producing 11 mins, then you rush 42-11*2=20ecs. Now, if you have some cash and would perhaps rush something again the next turn, then you rush to 10 min carry over. In other words, you don't rush to full, you rush to 42-(11-10)*2 = 40 since you can't carry 11 mins over. This way it's less expensive to rush the next item since we know that the first 10 mins are the most expensive to rush. In the last turn I did this in some bases since we are going to need to rush choppers in some bases.
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People said I would learn a lot here. They were right. My education continues.
quote:
For example, in Kody I'm building a scout, I rushed it in full instead of to 1 turn left. |
I was wondering why you did that. Now I know. Thanks.
Mead
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All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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