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Craig P.
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You can scrap ships and get back something like half their original cost.
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booklord
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quote: EXP for ships is uber-important. Think about it --
Ships that have been fighting for three years with one crew...are more superb than brand new ships with a brand new crew with no battle experience. |
Except for a few things.
1) In the above example what if you're on a ship that was assigned to back-line defense and never saw combat?
2) Given that ship losses appear to be commonplace in Moo3 wouldn't it make sense to spread experienced crews from the older ships to the newer ships then replace them with new recruits to learn from the experienced officers who remained on the older ship?
3) How long is each turn anyway in terms of years? How long do ship crews serve in your fleet before retiring?
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kalbear
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In real naval terms, crews get changed around all the time, in war or peace time. People get promoted and moved, go out of the army, that sort of thing. The competency of the crew is not nearly as important as it used to be; the average level of complexity is important, but the specific level of any crewmember isn't that big a deal.
It wasn't that special a deal in Moo2 either. I'm certainly not going to miss it all that much.
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Organ001
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I think experience was important in MOO2, it was one of the reasons i chose the warload trait. Ultra-elite status allowed me to build larger ships that still had a decent chance of not being hit my enemy fire.
However, I think MOO3 will be fine without experience... I still want the abilty to upgrade ship.
Knowing me, I'll probably get stuck defending my homeworld with an obsolete fleet b/c i forgot to build new ships.
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booklord
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The number I believe is four. ( and like Moo2 you won't be
offered new ones when your roster is full ).
Some apparently are poisonessly bad, while others will transform your entire empire. Furthermore they can be killed by enemy spies.
I won't make opinion until I see how they work and how potentially game unbalancing they are.
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warden
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The leaders usually give you a % bonus in one area and a % penalty in another. Loknar is good because he has no drawback.
What's missing is the ship/fleet commanders. I cherish the memory of when Commander Sparky saved the flagship of my fleet in a key battle.
The overall effect seems rather colourless. I' m more impressed by the detail in HoI - lots of leaders at every level with distinctive personalties and doctrines.
Andrew
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