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lbores
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scottsdale, az
Sep 2000 time: 05:13
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I would imagine that everyone pops those pops nearby your first base.
But what about later? And what manner of 'pod popper' are you?
Are you:
1) ChickenMan - 'Oooo!", [SAVE], 'pop!', [Reload] ...
2) IronMan - 'OooYah!, 'pop!', 'Sh-t! Come on mindworms!'
3) AluminumMan - 'Hmmm'(plonks base down next to pod), 'pop!', 'OK, not bad.'
Do you:
1) pop a pod immediately that you find it?
2) wait until later if within territory
3) or ...
[This message has been edited by lbores (edited February 18, 2001).]
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Slaghead
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Portland, OR, USA
Jan 2001 time: 05:13
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I'd have to say that I'm an Ironman, I go hunting them out ASAP and don't care about the mind worms until they show up. Then I curse at the game for cheating. So, I guess I'm a 2-1. Laser squad or something I guess. I'm not sure what the computer would name that. hehe
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Drifter
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Maryland, USA
Feb 2001 time: 05:13
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I've been playing for a while and reading these boards regularly. I haven't posted here before, but thought I'd add my opinion to this topic since I seem to be a bit different than most.
Actually, I always play with pods only at crash site. This changes my games in many ways:
- No Alien Artifacts
- No free units, free comm frequencies, or free techs
- No monoliths, except for the ancient ruins
- Resource specials are visible on the map, not hidden in pods
Playing without pods changes the dynamics of the early game scouting. I can focus on finding good base sites and opening up the map. I need fewer scouts, since there is no objective to grabbing up pods. I also almost never build an early game navy, since there are no sea pods to search for and no need to race the AI to getting the goodies.
The biggest disadvantage that I've seen from this setting is that factions with poor research get punished even further by not having a quick way to grab some much needed tech.
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DilithiumDad
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I try to wait until I have a base nearby. My most feared result of a pod pop is not mindworms, but xenofungal bloom. A bloom on top of some resource specials or rainy river tiles can set me way back in the early game!
------------------
Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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Myronides
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Serres, Greece
Jan 2000 time: 07:13
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sorry, double post
[This message has been edited by Myronides (edited February 19, 2001).]
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Myronides
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Serres, Greece
Jan 2000 time: 07:13
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Skanderberg:
You don't have to finish a game in a day if you have ironman on. You can allways save an ironman game and continew later. You just can't reload from an old save, you have to reload exactly were you left it.
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sunchaser3
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charlotte, NC
Mar 2000 time: 05:13
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I am a maniac pod popper. I just can't resist. I will pop a pod with a colony pod in the early game. This is not as crazy as it sounds really.
Think about those first six or so turns. You have (lets say for argument) three pods on your screen when you land. If you wait to use your scout patrol to get them all, or until your second one is built, it could be 8-10 turns before you can open them all. If one of those pods has a monolith that could be as much as twenty energy wasted just trying to get to the pod. That could be a lot in those early races to get SotHB or something.
If you send your scout in one direction and your colony pod in the other all the pods will be open in half the time. I also have noticed that pods opened by colony pods seem to reap better things, but that may just be my scewed perception.
It is a calculated risk, but for someone as reckless as me (hmm.. my 80% damaged rover could wait one turn before opening that thing, but I can't resist!) it is a risk worth taking.
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Slimehorse
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Brooklyn NY
Jan 2001 time: 05:13
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Ogie: Wait a second... "Your *HUMAN GENOME PROJECT* has been completed"?!? I've never ever seen a pod pop end up rush building a SP. Is this really possible?
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