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Zeiter
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Yeah, the extra 2 moves may not seem like much, but being able to disengage from an attacking foil helps out big time! And then if you have the maritime control center and elite units, you've got 9 moves a turn compared to the measly 4 moves a turn from the foils. Sometimes, if it speeds up production, I'll even scrap the armor and AAA tracking and pump out a bunch of unamored 8-1-6 attack cruisers. They can easily disengage from another attacking ship, and if you bring along a few SAM cruisers, you can defend against air attacks.
Also, being able to transport 4 units is so much better than 2. You'd need twice as many foil transports to do the job of cruiser transports. And I guarantee you that producing twice as many transport foils would be much more costly both in terms of support and manufacturing.
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Santiago_Claus
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You're correct in thinking the "only" difference between the cruiser and foil is speed, but that's a pretty big "only".
The faster of two ships is allowed to withdraw when attacked -- or if attacking prevent the enemy's withdrawal.
Fast probes are more likely, particularly against the omniscient AI, to reach enemy bases before being caught.
Sea formers and supply ships benefit much less from increased speed, so the cheaper foil hulls are a good choice, but once your industry becomes productive enough to build the cruiser variants in 1 turn there's no more reason to build foils. The better reactors also seem to erase the cost difference between cruisers and foils.
The Maritime SP boosts speed to foils & cruisers by 2, which will make your foils as fast as anyone else's cruisers and your cruisers the fastest thing on the water.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:35
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I actually tend to keep my warships on Foil Hulls, the idea being to crank out as many clean 4/4 boats with AAA as possible. Sure, they can't disengage, but they're an attrition unit, designed scour the seas, and tie up enemy resources. Besides, if you have the Maritime Control Center and they become elite, they'll have more moves than stock cruisers anyway.
That's the real benefit to the MCC, in my mind, that you can field a foil fleet that can outrun everyone else's cruisers. I forget, but to IOD's get the +2 movement from the MCC?
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Zeiter
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Yeah, IOD's also get the +2 movement bouns.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:35
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quote: Originally posted by Pvzh
Not to open other threds...
What is the purpose of armour on needle jets. Air combat is resolved only using attack ratings, yet we allowed to pack armour on them.
quote: Originally posted by Googlie
Their armor comes into play when they are stationary within a base being attacked by land units
And, of course, armor on a chopper helps defend it from ground attack when it's between turns |
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For what it's worth, I believe that non-SAM NJ's (and presumably non-SAM Choppers in the open) defend against (SAM) Interceptor NJ's or SAM Choppers (or SAM equipped land units) using whatever armor they might have. While it is generally not worth it to armor aircraft, it would be more cost effective if one had some armor-only NJ's to act as bomber escorts (they could also destroy some underlying terraforming while they were hanging around on guard duty). Unfortunately, defensive tech is usually at least a few levels below offensive tech, so unless you had a large technology and/or morale advantage, this strategy would more than likely result in wounding attacking SAM aircraft than killing them, but it might keep your attack aircraft alive and healthier while the target's interceptors would be more limited in their attacking capability and/or forced to sit out turns getting repaired. Still, it is probably more sensible to attack their inteceptors yourself, rather than try to protect your attack a/c this way.
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