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Gilgamensch
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France
Jun 2002 time: 06:29
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I think we'll leave this pre-selection open for a week or something like that.......
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:29
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I haven’t tried the poll route so I don’t know how sophisticated we can get. I still have version 1.2, but can upgrade -- I don’t remember anyone else posting anything except for 1.31, so that may not be an issue (i.e. if someone desperately wants 1.2, speak up…)
I think that the first decision screen has the space size, game difficulty, age (org rich, min rich, average), game start (pre-warp, etc.) and the mixed choice of Antarans, events, etc.
I recommend that we somehow group these decisions together because a couple of them interrelate (game start & space size -- huge gives the player more time to at least get space ships, making pre-warp a little more interesting.)
(For my two cents -- if we go with impossible, then I think we should have a large or huge size to get us up & running -- folks seem to think that impossible, small is too difficult -- I haven’t done it, but I really haven’t played that much either. If we go with Hard, then any size is OK -- but it is a different game & some luck comes into play regarding the first star system. Age -- I usually go with average for the variety. Game start -- I usually go with pre-warp; also I don’t mind the Antarans, but I find that the “luck” factor of the events are annoying more so than interesting, so I often leave that toggle off.)
Second phase is the race pick -- here I think that we are all agreed -- something custom (I usually pick my face to be the Elorans -- might as well enjoy looking at them as any other -- unless Genghisfarb has some substitutes…)
Again, I think that we may have to make this decision as a combined one -- the dis-ads and ads need to sync up or else the final choice won’t work as well as otherwise. I recall seeing a thread or two discussing the basic “theme” -- productive (Uni, +1Pro, etc.) vs research (Dem, +1 Res,…) Note that the “theme” idea guides the choices and helps to limit them -- so a poll could be just the three -- productive, scientific, banana.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:29
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You never have to choose at all as a creative race. You may elect to change the order of the fields from time to time, but that is all.
UniTol is just one race, there are a lot of other non creative races.
Here is one tough choice (IMO):
FORCE FIELD 900 rp
Planetary Radiation Shields
Class III Shields
If you have a bunch of radiated planets and are not a lith, you sure want the shield, but you want that new class III shield as well, especially if you skipped class I. Creatives do not face that choice. They did not face teh first choice of Class I or Mass Drivers, they get them all.
I know there are others, but yes once you know how to play the game the choices are pretty much autumatic.
That is not to say painless. It is painless for a creative race.
Last edited by vmxa1 on 04-08-2003 at 03:31
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:29
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quote: Originally posted by Whoha
just how helpful are class 3 shields? I haven't noticed stellar preformance from them, but perhaps I haven't played against the right people.
It seems that inertial stablizers and ecm jammers would be better then the shield at blocking damage due to the weapons missing then the shield could block.
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Ok, I am not sure where this is going, well actually I am, no where. I never intended to debate the merits of a given tech. For the record, it is not important how good the class III shields are, they are better than no shields, that is all that choice is about. At that point I have no shields at all, that is all I am saying. I could use rad shields, I could use Class III, but can not have both.
You are right, I may well pass the Class III at this point. I was merely saying it is not without confliction. This confliction does not exist for creatives.
As to stellar peformances is it not unheard of to have the shileds be the differnece between a win and a loss.
I have even had the Class I shields stand between a lost ship and a battle won. Some may call that stellar.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:29
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Old n Slow I would say that it is not 6-8 picks. It is 8. I say that because if you can get creative for 6 pick you must take it (if you are try for a strong race). You can not spend 6 picks on anything better, since you will have enough left over to get all the key ones.
This is why I do not like 1.2, creative is no longer a hard choice to make, just take it. At 8 picks, all the things you mention come into play at 6, I do not sweat them.
Creative (6), Uni (6) Aqua (5), LHW, RHW is just going to rock. Want those morale booster, drop Uni and LHW and go with Demo.
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:29
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You’re probably right. Since I’m still on 1.2, I’m probably getting spoiled & developing bad habits of easy play.
Started a hard level game last night, huge space, mineral rich for a change, pre-warp as usual. Something like -- Creative, Sub, Uni, LHW, -.5 Food, -20 Ship def, Repulsive.
By the time I had my 4th system, the Psi showed me their four worlds on the other side of the map (a wormhole away) and the Sak showed me their six systems right next door (and they were repulsive…) 35 turns later I finally (circa turn 165+) moved out against the Saks -- felling very unprepared, under-strong with my mondo fleet -- 2 BB, 1 CA, 2 Scouts (with no guns) & four transports.
Six worlds & 20 turns later, one BB was left, and the six Sak systems had crossed over to my way of thinking. This was the first time I’ve taken a serious look out “early” with the BB having Class III shields & the auto fire MD’s. Amazing how light their defense is at an “early” stage of the game. (I might not go through the finishing activity as it looks like my population is equal to the rest of the ai put together.)
I think that I’ll need a few more games at this stage with this plan to get into a comfortable groove -- then try some different mixes to see the strengths & weaknesses.
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