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Yxklyx
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Space Elevator Help says that Aerospace Complexes don't prevent insertions so why do they? Bug?
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Yxklyx
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Also, any way to prevent the 20% damage taken after air drops?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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In a current game (see the *random events* thread) I can attest to the following:
With the Space Elevator, units, as is rightly said, can drop anywhere and still have all their movement points but suffer a 50% penalty if attacking that same turn. (They don't take damage from the drop, if made into a base - they do if onto dry land. If Elite, units get their 50% bonus, of course, but that only mitigates the hasty attack penalty from 50% to 75% - but they do retain their full extra movement point.
If they drop into an unaerospaced base (redundant, 'cos they can't drop into one with an aerospace complex) then they get healed, can attack, and if Elite can then vamoose when their attack is complete (my strategy in my game)
Course if bases are linked by maglines, then they are nor using movement points to traverse the land.
The cloudbase academy does confer the no airdropping defenses to the faction posessing it.
Giving the unit blink as well allows it to drop to the tile adjacent to the aerospaced base some of the time - although it worked every time in my scenario test, I was only able to drop about half my Elites (drop & Blink equipped) nest to an airbase
Stranding a drop unit within a base that's obliterated activates it again (is this a bug?) - so in my game I dropped, healed, attacked, retreated to a base, obliterated it and as the unit was blinking again, could hi-tail it back to my continent (where I decommisioned them to help with the Ascent build)
'Course as they were elites, maybe it wasn;t the obliteration of the base that gave them fenewed movement vigour - as I was attacking/retreating along enemy mag lines maybe they did have movement points left
G.
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Yxklyx
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Just a thought but is it possible that air drops are possible against Aerospace Complexes if they are done from the base in which the Space Elevator exists? Has anyone tested this?
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Yxklyx
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Oops sorry, I misread the Space Elevator help. It does NOT say that Aerospace Complex restrictions are lifted for air drops - it says that the restrictions are lifted for Orbital IMPROVEMENTS.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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Every drop unit with Equipment (instead of weapon), will STOP on landing.
As far as I can tell there are no variables or exceptions.
Just telling "non-combat" units could be misleading, because *armored* non-weaponed units lose the non-combat penalty *only when defending*, but under every other aspect they are treated as non-combat (non weaponed) units, including drop behavior.
BTW, I also had attempted to use a Drop Transport to deliver a non-weaponed unit and move it right away, but the transported unit freezes too as if it had dropped itself.. too bad for your probes.
Even without the HotKey, you can always look for the menu item...
You can directly conquer an enemy empty base by dropping in it (with a *weaponed* unit). You can even conquer that way an *air-DEFENDED* Treatied empty base, as while at Treaty air-defenses don't apply to prevent dropping.
Beware, there is the infamous Multi-Drop Bug, not yet fixed in any patch or version.
If you right-click ON THE DESTINATION TILE to trigger the Drop via the pop-up menu command, you can bypass the Drop restrictions.
Of course this is one of the most disruptive bugs on game balance, yet if agreed upon beforehand it could be a curious game variant to try.
Oh, and maybe it's worth to clarify:
Drops are limited to an 8-tile Range
Insertions are Drops with unlimited Range, and you gain the Insertion ability when you build the Space Elevator, or when you discover one of the Graviton techs (can't recall which offhand).
Note that the Space Elevator (SuperTensileSolids = HabDomes too) is on the Transcendence research path, while the Graviton techs are not.
About the Space Elevator:
AeroComplex restrictions waived IIRC means not only that you can build satellites in bases without AC, but also that resources from satellites are no more halved in bases without AC, which could be maybe more relevant...
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mrdynamic
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Minnesota
Jul 2001 time: 05:17
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quote: Originally posted by MariOne
Drops are limited to an 8-tile Range |
I believe it is 15 tiles range for a drop, in my experience anyway.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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Yes, that's the shady zone indeed...
If you attempt to bring an attack while Pacted, you get a confirmation prompt (for ending the Pact), and if you agree your unit is sent back *before* the attempted action can be performed.
If you attempt an hostile Drop while at Treaty, you get a confirmation prompt (for declaring Vendetta), and if you agree, your attempted hostile action IS performed applying the current status Drop policies (allowed for Treatied combat units), THEN the status changes to Vendetta, which would activate drop-prevention, but it's too late for that base.
Of course this means that you can only seize one air-defended+empty+treatied base this way, because as soon as Vendetta is triggered you won't drop in other air-defended bases not even if empty (how many do you expect to find anyway! ).
As I'm in the mood to give tactics away...
If you want to attack a pactmate using drop units inside his territory and/or his air-defended basezones, you can't drop then endPact, becuse your already dropped units would be sent back from his territory.
You can't attack him elsewhere then drop, because with Vendetta his air-defenses will prevent drop inside basezones.
You have the to first endPact, then drop all the units you'll need to drop where you want, then begin the attack.... 
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