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markusf is offline markusf
King

Oct 1999
time: 05:15
  Old Post 28-10-2001 21:49
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#31 Report this post to a moderator
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I would just build 4 or 5 doom stars, and fly to a new system every turn and wipe it out. The enemy fleets would chase me but i would always hit where they weren't. I think planets should automatically get warp indirectors, so you can see the enemy coming for 2 or 3 turns in advance.. Otherwise its just a matter of who can get the biggest ships and go planet hoping.,

Sencho is offline Sencho
Warlord
Santa Barbara, CA
Nov 2001
time: 21:15
  Old Post 03-11-2001 10:30 Visit Sencho's homepage!
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quote:
Originally posted by Admiral
this is probably a well-gone-over issue, but will there be any fleet size restrictions a la MOO2?


The only limit on total fleet size I'm aware of is your ability to pay maintanence. In combat, each side may have up to 12 task forces active at any time (w/ up to 64 ships each), plus whatever TFs they have in reserve.

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
Lightbulb  Old Post 03-11-2001 18:58
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#33 Report this post to a moderator
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I'm inclined to do a little math here to show another reason why we chose a real-time combat model rather than turn-based.

Take the extreme combat (actually, it isn't, because you could have extra task forces in reserve, but let's just pretend) where both sides have 12 64-ship task forces. That's 768 ships per side, or 1,536 ships total.

Now let's assume that it takes an average of seven seconds to move and fire each ship (which is probably rather fast unless you're in automatic mode, but again let's pretend). The first round of the combat, if none of the ships is destroyed, will thus take 7*1536=10,752 seconds.

That's just 48 seconds shy of three hours. Now, who all wants to use the MOO2 combat mode again? Should I start a poll?

Zealot is offline Zealot
King
Lisboa, Portugal
Jun 2000
time: 05:15
  Old Post 05-11-2001 15:01
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quote:
Originally posted by Stormhound
That's just 48 seconds shy of three hours. Now, who all wants to use the MOO2 combat mode again? Should I start a poll?


Nah...!

Sinapus is offline Sinapus
Warlord
Houston, Texas
Jun 1999
time: 23:15
Question  Old Post 07-11-2001 04:03
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#35 Report this post to a moderator
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Will you be able to construct bases at the jump points mentioned in the game to act as a roadblock? Or am I getting the word 'jump point' mixed up with warp points from the Starfire game?

Sencho is offline Sencho
Warlord
Santa Barbara, CA
Nov 2001
time: 21:15
  Old Post 07-11-2001 05:21 Visit Sencho's homepage!
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Yes, you can build defenses around Jump Points.

markusf is offline markusf
King

Oct 1999
time: 05:15
  Old Post 20-11-2001 11:10
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What about warp indirectors??? In moo2 i would be able to crash the other civ, by just planet hoping with a fleet of 4 or 5 doom stars. I would never engage the other fleet that was 30 times more powerful then mine. After jumping from system to system and wiping it out the ai would scrap ships every turn because of the maintaince costs. Warp indirectors would give the enemy civ a chance to put together a fleet to meet you at your destination.

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 20-11-2001 21:26
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Things like Warp Interdictors will work a little differently in MOO3, but they're in the plan.

 
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