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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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I'm seeing an large allied attack on the horizon....at this stage this means death......
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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gah, in forum games like this, optimal powering is not an good idea, at least in the early parts of the game considering how players are trying to lynch opponents more than trying to expand safely...........
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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If the elimation of TheBen shows anything, there is no way of surviving when you are on the hit list. TheBen went for an full ship build strategy, together with an decent OOB but 2:1 odds is simply impossible. For an 100% 1st turn victory, just have allies send around 50bp lasers with close in, spread out, LL???? OOB, fight to death, and there is no possible counter with 32bp ships that'd make it to turn two. There are other combos that work (with less losses), but that is the general idea.
Even the fastest expanders can't deal with an 2 player gang up by turn 3 or so, without resorting to shields.
While I can't say I have an good shot at winning (actually, I don't, since I'm a FG forum noob without many friends here to act as natural allies) I'm petty sure I can screw any particular player I want if I planned for it at the start.... At this point I can screw at least 1 out of half the players here, or have around 30% chance at screwing anyone in the other half. (who probably went for 1st turn shield build, so I can only hit on second turn attackers)
Posting this much would probably attract too much attention. Gah if only there is an build/fighting strategy that can ensure victory. Against an group of first timers in an 3 player game I'd estimate my chance of winning at 50%, but against folks here I think I'm below avg.
Last edited by MORON on 15-01-2005 at 13:49
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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Oh, just an note, optimal powering means powering up that matchs return x probability. The mutual first turn attacks shows that the goals where elimating each other from play rather than playing safe. The safe strategy would be 31bp ship + shield, and 2nd shield or 2nd turn attack on weakened sides.
While if one wants to play an do or die game on turn one (since one can semi-quit if it fails), one should stick to fleet distributions that uses lack of warning and OOB to result in an better chance at cracking an attacker/defender. An mainly laser+close in or fighter+torp +back off would be an better build than an 1/3 + 1/3 +1/3 build.... An good guess would allow 16bp to beat an unprepared 32bp fleet and beat most 16bp fleets. This is especially true against fairly new players that would certainly not do any math and instinctively go for 1/3+1/3+1/3 build.
Well, I guess I can only be glad that the game didn't consolidate by 1/3 by turn 1, since what is what would happen if most players play do or die and allies....
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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maybe it is time for final revisions ... :hmm:
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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I'm an pessimist.....but I guess there is some chance of base swaps.
I just don't really think people attack unless they are sure they can either catch one off guard (1-frig attack?) or win outright. (allied attack) I'm estimating based on 1-frig attack chances.
If people do attack with only 50-50 odds......they should be considered suiciders since an true loss would result in certain turn three/four death most likely.
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