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Christantine The Great
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Massachusetts
Jun 2000 time: 00:13
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Since I always use FM I don't really need a unit that moves fast. A foil with a strong weapon is fine for me. Especially since my industry centers arn't usually on the coast when I get Doc:Ini. If you just want to defend yourself then foils are the way to go. (But keep a handful of crusers to chase slower AI foils and knock them out before they get away)
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Christantine The Great
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Massachusetts
Jun 2000 time: 00:13
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Foils I use after Doc:Ini :
Probe Foil: With Deep radar, hypnotic trance, an a resonance-type armor the foils will hold their own aganst mindworms and the occasional scuffle between weaker weapons.
Supply foil: With hypnotic trance will be able to fend off the usual mindworm attack.
Offshore Radar Platform: Deep radar, clean reactor, transport module (for immunity from military disadvantages from FM) and armor (optional if going for cheapness) the ORP will help you keep watch over your coasts when sensor arrays can't get far enough. Might want to keep some near your supply foils to watch out for attacks.
Sea Defense: Best/Best/Clean/Anything. Is used to ward off attacks from the sea. Can do basic transport intercepting. Would be replaced by gravships.
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[quote]Originally posted by Christantine The Great on 03-21-2001 06:42 PM
Offshore Radar Platform: Deep radar, clean reactor, transport module ....quote]
Why transport module? why not supply? at least you get FOPs while you're observing.
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Thantos
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Grand Junction, Co, USA
May 2000 time: 05:13
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I do still use foils after doctrine iniative although when the map geography supports it though. Generally Foils get a nudge over their cruiser equivalants for me when I the war I am prepping for or alternatively actively fighting in requires me to only move a short distance between myself and the target base. For instance the way computer Svengaurd tends to hug my coastline means that I can hit several of his bases from my coastal cities with a Foils movement range. After the war these foils tend to be relegated to either defensive duties or more exposed positions that I feel require a naval pressence but I do not wish to risk a cruiser.
Another common reason for me to create new generations of foils is related to though not completely the same is what I call the thief design. In the post airpower enviroment I frequently find myself using my airforce to take out a bases defenders (until they firm up and start to specialize in effective air defense). During these wars while I tend to start them with as modern a cruiser design as I can manage I frequently find that for a variety of reasons I am unable to maintain enough cruisers to keep up with my air offensives. At that point I start building thieves (basically 1-1-4 shell with or without clean reactors) in frontline frequently recently captured cities with no job in the world other than to occupy sea bases whose defenders have just been eliminated due to the application of air or naval assets. After the war any surving thieves get upgraded typically in support roles for my cruisers.
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Christantine The Great
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Massachusetts
Jun 2000 time: 00:13
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Doesn't the cost of a supply module equal the cost of a clean reactor + transport? What if the ORP with a supply module will be stationed on a very deep part of the ocean? Is it worth it?
Plus an ORP can always be used as a transport in a pinch.
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Ned
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of Aptos, CA
Oct 1999 time: 21:13
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Earwicker, The problem with IOD's is that PSI sea combat is 1:1, and IOD's never get the equivalent of a Fusion Reactor, which by its lonesome, inreases the effectiveness of PSI combat by a factor of two. I find that an IOD simply cannot defeat the lowliest Fusion defender in a city, let alone a Singularity defender. The latter, even without defensive multipliers, has 40 psi hit points vs. the IOD's 10.
So, in contrast, I say, native life forms are truly ineffective in the late game - except, perhaps, when they are defensively located in cities and the defender has the Nural Amplifier.
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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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quote:

IODs are the "best" sea unit, when you have the NA. They are the only sea unit that can stand a chance against enemy aircraft.
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This I cannot agree with, mainly because all the attacker needs to do is attack with an empath equiped unit, and there goes the NA bonus, then the attacker also gets planet bonus, and if using 6r the +25 resonance attack, this leaves the attacker with about 1.4 times the power of the IoD, also usually conventional units are generally higher morale, cheaper, and can be "trained". I like to have a few <6r> fighters/choppers around for killing native life outbreaks, another factions native unit gets the same treatment.
A ship with plasma armour and AAA defends 1:1 against missile weapons, and a ship with no weapon is VERY cheap, chances are chaos gun will come before Silksteel, and eventually weapon strength will outstrip armour strength, however if you make it your aim to research armour you can probably have <6> ships while your enemies are still totting the fusionlaser/tachyeon bolt/plasma shard, which the 6 armour breaks even against. Ofcourse following the armour line takes you to Tachyeon bolt anyway, which is a nice weapon, and then your a short hop to Quantum power.
AAA Ships defend better against locusts than IoD's.
So in short my opinion is the IoD's vunerability to being bombarded, and empath units make cruiser transports escorted by AAA cruisers a better choice of transport, the big plus with IoD's is they are often free, and move faster than foils.
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