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Aqa
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Espoo
Aug 2002 time: 07:20
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As I said in the another thread I just started playing again and it has been years since I last played Moo2 but back then my favorite ship design(and almost only one I ever used) was "indestructible" titan class ship:
Loads of plasma cannons(>10)
Automated repair(or the advanced version)
All possible shield boosters(except maybe heavy or strong or whatever it was called)
Heavy armor
It was always, and I really mean always as I played quite a bit those days, that if enemy couldn't take it out in one turn (meaning over 1000 damage) it was in full
condition on the next turn or at least shields were back to max. And plasma cannons packed quite a punch taking out every enemy ship on one shot(except DS of course)
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by ravagon
Vmxa, what sort of range were your plasma ships attacking from? I've used plasma canons (actually they might have been heavy) against planets with barrier shields before and still inflicted damage. The range diffusion aspect hurts them more than most other weapons but up close they can still pack a punch. |
They had HV and the AI would not move them in. I used to run them in myself, but they still did no real damage.
Barrier Shield stop 20 points of damage from every weapon every round. Stop all invasion and bio weapons.
Add in Class X shields they can stop all damage from Plasma Cannons 6-30. AI is weak, but when it does not move a ship up for an attack, it is because it will not do any good. Just like Moo when they used to jump to the back of the screen when the weapons they had did not impact the planets shields.
Last edited by vmxa1 on 07-08-2002 at 21:03
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ravagon
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Australia
Sep 1999 time: 13:20
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quote: AI is weak, but when it does not move a ship up for an attack, it is because it will not do any good. |
I guess this must be a version number issue. I've never bothered to patch mine so the AI combat always just closed to the maximum weapon range and let loose, regardless of weapon type or shielding, hence did very little damage ergo I never used it. The only time ships ever closed to point blank was when they carried a bomb payload.
I didn't think the (ship) shield class had any effect on planets in Moo2 - beyond rad/planetary/barrier shields of course?
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Aqa
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Espoo
Aug 2002 time: 07:20
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I have to admit, that I used to play as a creative race Beginning was usually very slow and hard(bribe, bribe, bribe, wish that neighbours aren't repulsive) but after that.. Armour piercing phasors are nice, except if AI uses HA(happened to me once, I was happily bashing everyone with ap weapons(can't remember what) until AI put HA on ships, auch). True tough, that before 1.31 patch plasma cannons were much more powerful and as I played many games before 1.31 I kind of stuck with the plasma cannons(they were good before, they have to be still good). Don't know why, but masses of plasma cannons seem to cause more damage than they should(might be a version issue too).
I know you have played a lot vmxa1, but have you tried to use plasma cannons? I once used phasors on battleships and they were worse than battleships with plasma cannons even tough there was twice(?) the amount of phasors than plasma.
Yeah, I'm talking about ancient history, but if I get my games going again, I might change my mind about plasma cannons. Haven't had much time to play lately but weekend is coming...
Talking about end game, I had once (imp, huge) DS with 5(or 6, can't remember correctly) stellar converters, just because it really didin't matter anymore what I put in those things. Had a huge battle against psilons, both had >20 DS and >40 titans, meaning more ships than tactical combat supports. Was there any sense? No. It was just fun. BTW, I was "friends" with psilons troughout the game and psilons were not war with anyone ever.
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Aqa
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Espoo
Aug 2002 time: 07:20
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I remeber psilons had smaller ships(battleships...) in that fleet but in battle there were only titans and DS:s so I guess I didn't remember numbers correctly.. But that was the only battle I ever had with DS against DS, usually game has ended before even I have had that tech.
So is it possible to make a ship that stays invisible all the time? I cannot imagine any other way to do it. How else can one ship absorb the damage of 300 stellar converters(psilons had at least one stelcon in every ship)?
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by Aqa
But that was the only battle I ever had with DS against DS, usually game has ended before even I have had that tech.
So is it possible to make a ship that stays invisible all the time? I cannot imagine any other way to do it. How else can one ship absorb the damage of 300 stellar converters(psilons had at least one stelcon in every ship)? |
If you play on Huge/Imp maps you will see DS often.
The way it works is with the phased cloak you can uncloak and fire and then recloak so that you are not under fire. I do not use this tactic. It requires TWF as well. Here is The Orion Globe:
Achilles Targeting Unit
Battle pod
High Enegy Focus
Hyper-X Capacitor
Phasing Cloak
Structural Analyzer
Time Warp Facilitator
* One optional System
- Has 900% increase in weapon power by using the AutoFire mod, the High Energy Focus, and the Structural Analyzer! Allows less weapon usage to destroy an enemy vessel.
- Allows 100% effectiveness of the Structural Analyzer (except against hard shields) by adding the Shield Piercing mod to the Phasor weapons to bypass the shields. Allows even less weapon usage to destroy an enemy vessel.
- Cuts weapon usage to destroying enemy ships in HALF by using the Achilles Targeting Unit to completely bypass their armor. This effect is accumulative with other systems!!
- Has double the weapon shots by using the Hyper-X Capacitor and Time Warp Facilitator Combination! If the Orion Globe has 200 weapons, that's 400 shots every turn an enemy takes! No ship can fit that many weapons! This effect is accumulative with other systems!!
- Avoids enemy fires by using the combined effect of the Time Warp Facilitator and the Phasing Cloak. Decloak, fire weapons, next turn, take weapons offline, recloak.
- Has room for an extra System for increased mobility or defense! Recommend Subspace Teleporter for Maximum added mobility.
The result is a ship that is so deadly, one of its kind can take on the entire universe, no matter how big, and it won't suffer any direct damage.
(11/12/98) After many other trial designs, I have refitted a new Orion Globe. It now contains many other new options. See for yourself. This is now the official Orion Globe configuration.
(01) Stellar Coverter
(**) Phasors ( f ) sp,af
(**) Phasors (360) sp,af
(**) Phasors (fx ) hv,sp,af
(01) Plasma Torp. NR,env,eccm,ovr
(01) Disruptor (360) hv,af
(01) Ion Pulse (360) af
Achilles Targetting Unit
Battle Pods
High Energy Focus
Hyper-X Capacitor
Phasing Cloak
Structural Analyzer
Subspace Teleporter
Time Warp Facilitator
My very last version, after many, of Orion Globes, Has a Stellar Converter on Board. I know I said that it takes up too much room, but it still kicks. Besides, It's awesome for planetary sieges. If the Enemy has Barrier Shields on their planet, none of the phasors on-board will work, even if you fire all of them at once (yes, even the heavy mounted Phasors can't penetrate a Barrier Shield). The Converter can take out 2 of the planetary defenses every time you fire it.
But why would you want a Torpedo' you ask? 'cause it's FUN! The old ship had power, but it's no fun just making enemies disappear. Target little ships with the Torpedo, and watch it do it's job; you can even savor the moment as the shields disappear on Star Fortresses and raid them. It's not very powerful at all, it wastes space, but it's fun.
For fun, I also added a Hv. Disruptor and an Ion Cannon on the Globe. Ion Cannons disable ship drives, and causes immobility in enemy ships or even Warp Core Breaches. But in order for it to work on the enemy, their shield has to be down first, and that's where the disruptor comes in handy. Watch them as they can't handle being disabled and chooses the honorable death of committing suicide and self-distructs the ship instead of being captured. It's just fun to watch.
The Subspace Teleporter is there to increase mobility. There's no need for an Inertial Stablizer because the phasors are already 360' capable.
Although a lot of space is used for 'fun' equipments, The original Globe had too much power itself, and lots of phasors were wasted anyways. Having the extra stuff there means that I won't be bored with the Globe and just press Auto and let it do it's job, but rather take some time to torture the enemy ships.
(07/31/99) A good ratio of Phasors, Phasors(360') and Hv Phasors(fx) is 8-5-2, for a good and even coverage of areas. I used to have a 1-1-1 ratio, but that wasted room on heavy phasors that did the job a regular phasor could have done. So here's a new ratio to fit the max amount of weapons, and being efficient at the same time.
The time warp facilitator turns(version 1.31) works like this:
In each round,
_________________________________________
You start enemy start
Turn 1: you Turn 1: enemy
Turn 2: enemy Turn 2: you
---- ----
Turn 3: you Turn 3: you
----
go back to turn 1 go back to turn 1
_________________________________________
After both sides have taken a turn, the final turn (3rd turn) goes to the ships that have a time warp facilitator on. Know your turns so that you can shut off all your un-used weapons and allow the ship to recloak.
Therefore, if you are using the Orion Globe, and you are attacking first, SKIP THE TURN!!! Let the enemy go first. If the Orion Globe is the only ship standing up against the enemy (highly recommended), then when you skip your turn, the enemy will have nothing to shoot at because you have NOT decloaked yet. THEN you attack, and the Phasing Cloak and T.W.F combo will work. And if the enemy attacks first, then all is well, as long as your ships in that fight are cloaked.
If you do it right, you can sustain up to 10 rounds undiscovered, 10 turns to do whatever you want. Unless the enemy runs before they're all destroyed, but through my experiences, I doubt that they'll run before you finish mowing them down. Besides, you'll only have like 20-30 ships to worry about if they launch an attack anyways. There's PLEANTY of firepower for that.
A ship of this time has taken down all 100 ships by itself.
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Aqa
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Espoo
Aug 2002 time: 07:20
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vmxa1, I just had a sudden flashback, actually I designed once same kind of ship which was invisible all the time. Wasn't much of a fun tough...
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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It is not hard to do, it just takes more time and that is not allowed as it means money. I also suspect that it would make the games too hard to beat. It could be handled, given the resources.
Last edited by vmxa1 on 13-08-2002 at 04:08
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Aqa
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Espoo
Aug 2002 time: 07:20
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Problem is that it's not the enough to anticipate most tactics, game designer should anticipate every tactic. As sooner or later, usually sooner, someone comes up with a tactic that can beat the AI every time. Good AI in games like MOO2 should be adaptive. How hard it is to make the game log what the player does("hmm, vmxa1 uses BS with disrupters and kills me, what if I make DS with disrupters and see what happens" or "hmm, this player likes to rush, maybe I should build up defences fast" or "hmm, this player techs up until it attacks and kills all, maybe I should attack first(with force)")? If you get what I mean. Like that super indestructible DS. What would you think if suddenly Psilons attacked you with it...
I think there's slight difference between 'Kasparov beating' chess and 'normal' games 
BTW is AoW2 good?(off-topic, but...)
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