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MariOne
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Erewhon in Neverland
May 1999 time: 06:19
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quote: Originally posted by BustaMike
One more thing (that I'm sure everyone already knows). Don't forget that planetary networks gives you rovers even w/o mobility. Look at a probe team and change the weapon in the design workshop. |
With wide (albeit not unanimous) consensus this is considered a loophole leftover in the code or an overlooked collateral effect of a flaw in the design, and thus agreed upon to not use it.
In short words, a cheat.
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Once you get Fusion, there are plenty of designs which suddenly become to cost the same of weaker combinations.
All off the top, I'd cite plasma armored formers cost the same as unarmoured, and... (if I'm not mistaken) 6-<3>-1*2 cost the same as 1-<3>-1*2.
Many players go for a design with a purpose in mind, so for instance when they are mindset for a good defensive AAA unit they don't imagine that they can add missile weapon for free!!!
Of course, there is a downside: such units cost the same when you *produce* them... but cost a bit (or a LOT) more if you wanna *upgrade* to them from obsolete shells!
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In the early game, a classic example is a 1-2t-2 costing the same as a 1-2t-1: added mobility to your defense for free, and no ohter disadvantage (you won't sure use your 1-2-1 to attack a base), other than upgradability considerations for a rather distant future.
Also, I still see someone designing 1-1-2 when a 2-1-2 costs the same.
Same thing for 2e-1-2 over 1e-1-2.
In summary: always check when you design a unit whether adding one level armor/weapon, or an unexpected abilty, actually alters your cost more than you consider convenient... you'd be surprised sometimes
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