 |
|
KrysiasKrusader
|
 |
Commander of Corazon's Own Elite Guard
Apr 2002 time: 00:22
|
|
Well. I've been typing and typing, then realized that I was just repeating some things that have already been said by each one of us in further posts here, or in other threads.
So I would recomend that we re-read the posts of the last few days (to about the 14th October). It will save me commenting from the above post, all the way to my next post, concerning the inbetween posts in this thread.
I'll then fast forward my next comments to my following post...
Edit: made easier to unerstand (as I had a hard time when I read it myself).
Last edited by KrysiasKrusader on 19-10-2004 at 03:09
|
|
|  |
 |
|
KrysiasKrusader
|
 |
Commander of Corazon's Own Elite Guard
Apr 2002 time: 00:22
|
|
quote: Originally posted by Googlie
I'd be inclined to think of it more as "what's on our critical path"
and would answer:
The Citizen's Defense Force SP - I see that as absolutely critical. We can sustain all sorts of field casualties, but we need a secure base, with - always - best armor trance, then trance AAA defenders behind that 100% defence bonus perimeter |
I don't recall ever being in a game where this was critical, myself. Nice to have, yes. But critical, no. Best reason I can figure, is that when I'm in a war, I prefer to take the battle to the enemy. I rarely strike before I'm ready, so have little need (and thus save time) but not having to concern myself with defence. "The best defence strategy, is an overwhelming offensive strategy". But that's just my experience.
quote: Doctrine Air Power - with the prohibition agaisnt choppers attacking bases (and the nonbuild of the Cloudbase Academy), conventional airforces are going to be gamewinners |
Agreed.
quote: The Maritime Control Center SP - we need a navy to transport our forces and project our power, and naval yards in every coastal base, the +2 morale for naval units, and the 2 extra movement points confer a huge advantage |
Here again, my own experience differs. Drop troops are what breaks things wide open for me. Raising land bridges to close by continents is more effective than chancing transports. Naval units are obsoleted when a few aircraft can protect an entire coastline. Just those three things project power better, in my opinion. Much more than having (pretty well useless) naval units moving a couple squares more.
quote: Fusion Power - even our elite troops will be cannon fodder if we're fighting with fission against a faction with fusion |
Agreed.
quote: Sentient Resonance - I'd rather have this tech than a combo of Advanced Spaceflight (level 13 Shard weapons) and Matter Compression (level-8 Neutronium Armor). it gives a level 12 weapon and a level 8 armor, but with a +25% bonus - on both sides - in psi combat. One big advantage of the other 2 techs, though, is that they are the prereqs to Super Tensile Solids, which give hab Domes (grow beyond size 14) but, more importantly, the Space Elevator SP, the ultimate in projection of power |
Yeah... Okay.
But I also like sky hydroponic labs. The first sat gives you a complete world map (including teraaforming).
Only played in one game where hab domes where used (we weren't allowed to attack any other human faction for the entire game). Besides that, they're over before you get there.
quote: But I don't see the game getting much past the level-10 techs (of which Super Tensile solids is one) |
I don't see it getting there at all.
Tell me somebody; when (which tech levels) did the other demo games end?
quote: And once a critical path is defined, then the pieces fall into place
thus, gigalots of crawlers are essential (for SP building, prototyping, mineral whoring, ect etc); formers are essential (for the terain that the crawlers will be working), etc |
Yes. Agreed. Affirmative. 
|
|
|  |
 |
|
KrysiasKrusader
|
 |
Commander of Corazon's Own Elite Guard
Apr 2002 time: 00:22
|
|
quote: Originally posted by Googlie
I'm thinking along somewhat similar lines, too, but coming from a different direction
... (how many Angels can dance on a gunbarrel anyway?), ... |
(I dunno. How many?)
I can only remember playing against a human controlled Data Angel faction once. They drowned in a 'Planet Rising', and those that didn't...; Got my novelty fusion planet busters.

quote: We want the CDF (to secure our rear), the MCC (to project our power) and the Neural Amplifier (for the inevitable combat against the Gaians wormy army). And we wouldn't mind having the Cyborg Factory either, for the Bioenhancement Centers that gives to each base. Maybe even the PEG for us would make sense. |
I'm not going to argue this. But how about looking at it like this...
We want some non-agression pacts (to secure our rear and/or flanks), a good road network along our interior lines, coupled with access to adjoining continents for now, and drop capability in the futur (to project our power), and some 2e-1-2's (for the inevitable combat against the Gaians wormy army). And we definitly want the Cyborg Factory, for the Bioenhancement Centers that gives to each base. Maybe even the PEG for us would make sense.
I think that this would be more realistic with regards to how we've been developing our faction so far.
Cons concerning the PEG: It is along the Progenitor path. Morgan would fight tooth and nail for it.
quote: The trouble with the "no co-operative victory" set up is that we'd have to agree to part company at a time when we were equally strong - them economically and scientifically and we militarily. They'll know that we will try to take them out, and it will be galling for us to have helped strengthen them to the point where they might be able to resist us doing just that. Where that point is I don't know - level 8 or 9 techs maybe (Advanced Spaceflight and shard weapons, Industrial Nanorobotics and the Nano Factory, Sentient Resonance with its R-12 weapons and R-8 armor?) |
Superconducter, Pre-sentient Algorithms, Advanced Military Algorythms, Mind Machine Interface, Advanced Ecological Engineering, Centauri Meditation.
That's the rough technological border where I would be drawing the line.
quote: And maybe that's a fall-back strategy. Go conqueror until the 3 AI's are subservient, and then, together with Morgan take out the Angels and the Gaians, then call for an "El Supremo" vote (has to be after MMI to enable the diplo victory) |
Too tough to accurately prdeict at this point in time. We don't have enough data concerning relative geographic positions, available land for the AI's to still expand unto, etc.
|
|
|  |
 |
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:22
|
|
quote: Originally posted by KrysiasKrusader with bold additions by Googlie
Superconducter (4), Pre-Sentient Algorithms,(5) Advanced Military Algorithms,(4) Mind Machine Interface,(6) Advanced Ecological Engineering,(7) Centauri Meditation.(5)
That's the rough technological border where I would be drawing the line |
The bold numbers above represent the tech levels on KK's "line"
I could see a logical argument for a pact until MMI, as that technology sees Diplomatic Victory enabled (But we'd want to have the pact cede to us the Cyborg Factory, for the biogen centers (a quid pro quo might be our ceding to Morgan the rights to Ascetic Virtues)
I could live with that type of a "minipact". After MMI it'd be winner take all, I guess.
(and that was about the level reached in the last game - choppers and chaos weapons, I believe (I don't think we even got to fusion lasers, did we?)
|
|
|  |
 |
|
KrysiasKrusader
|
 |
Commander of Corazon's Own Elite Guard
Apr 2002 time: 00:22
|
|
quote: Originally posted by Googlie
The bold numbers above represent the tech levels on KK's "line" |
I'm trying to offer a viable elternative. The above (and combinations thereof) have all been used in games I've been in. As you can see, they can also be used as a rough border of technologies that the two factions can work towards together. They help both of us.
Negotiations concerning who gets what SP, how much energy comes towards us, etc., can be tabled.
Other things I've used; once this treshold is reached, then non-aggression by either party towards the other for a set amount of years, no deployment of aircraft in bases within each others range for so much time, etc.
Contracts / agreements can also be extended, ammended, etc., during its course.
quote:
I could live with that type of a "minipact". After MMI it'd be winner take all, I guess. |
Not neccessarily. We could work on another deal, or whatever. But untill then, it will buy us time to see how things go, without commiting us to an elite/drop/shard/hovertank/gas cannister conflaguration...
Edit:
Anyways. Looks like we all generally agree that we should ally with someone. All I'm saying is; while we don't want to undercommit, let's not in turn overcommit.
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|