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Archived from groups: alt.games.vgaplanets4 (More info?)

I like that new build ships don't load automaticaly ord and RUs it makes
people more aware of the fact that they have to build their ships in
advance...

no sense in building them when your enemy is one turn away ...

Splitted

"Black No1" <keineahnungwas@gmx.de> wrote in message
news:1126017411.381255.183620@g43g2000cwa.googlegroups.com...
>
> Sparrow wrote:
>> Even though I agree that having to load RUs and Ord manually is a pain,
>> I also understand where this comes from. Before the ship was filled up
>> to the rim with them - which wasn't good either. So whatever Tim does,
>> it would be "wrong".
>>
>> Suggestion: Put at least 500 Ord (if the base has enough) in each newly
>> built ship, so a MF can be laid the next turn.
>
> Another suggestion:
> Load no ord on the ship, but instead *generally* allow an order to lay
> a minefield, even if the ord is not on board at the beginning of the
> turn.
> Btw. I've never seen any sense in this restriction. You lay mines at
> the end of turn, so why does this have to be dependend on the amount of
> ord, that you have on your ship at the beginning of the turn?
>
> Jochen
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

I agree 100%. Splitted and I just wanted to point out that whining
makes no sense and neither way (auto-ord-load or the present situation)
is perfect.

Fabian
 
Archived from groups: alt.games.vgaplanets4 (More info?)

You might look at it that way. My main complain is the micromanagement,
however. I think we can all agree that there is enough allready, so any way
to reduce it, would be nice, wouldn´t you agree?

So, if I could order the amount of fuel, ord, repairs, maybe even troops and
HGs, a new build ship should load on completion (i.e. the turn it is build)
via a quickbuild template or something similar, I would greatly appretiate
it (this goes hand in hand with setting attack options, fleet orders,etc in
advance).

Ralph Hoenig, Germany


"Fabian" <fabs42@yahoo.com> schrieb
>
> I fully agree with this. A besieged world should have very low chances
> of freeing itself. This is after all a strategic warfare game. If one's
> not able to forsee the enemie's next 3-4 moves than he or she should
> maybe think about playing Doom 3 instead.
>
> Fabian
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Splitted wrote:
> I like that new build ships don't load automaticaly ord and RUs it makes
> people more aware of the fact that they have to build their ships in
> advance...
>
> no sense in building them when your enemy is one turn away ...
>
> Splitted
>

If you can BUILD the ship while the enemy is in orbit I really don't see
the problem with fitting ord and rep.

Now making a blockaded world unable to build ships is a completely
different matter. It would make things VERY interesting but I can't say
that I would be in favour of it.
 
Archived from groups: alt.games.vgaplanets4 (More info?)

You can't forsee where a hyping race will go in 3-4 moves. Well, maybe you
can, I can't.


"Fabian" <fabs42@yahoo.com> wrote in message
news:1126516913.737772.174370@o13g2000cwo.googlegroups.com...
>
> I fully agree with this. A besieged world should have very low chances
> of freeing itself. This is after all a strategic warfare game. If one's
> not able to forsee the enemie's next 3-4 moves than he or she should
> maybe think about playing Doom 3 instead.
>
> Fabian
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

A blockaded world *is* unable to build ships, isn't it?
There have to be at least 3 Ships of *one* enemy race over it, to set
up the blockade. Ships of other races must'nt be there.

Jochen
 
Archived from groups: alt.games.vgaplanets4 (More info?)

I believe a blockaded world is only prevented from launching Pods.
 
Archived from groups: alt.games.vgaplanets4 (More info?)

It is impossible to always forsee even two moves of ie.
SuperStarCarriers and Destroyers (not to mention the infamous MCBRs -
allthough only hyp range of 750 lys - but total range is 1130 lys per
turn), since they have a hyp range of 850 lys, so in two turns they can
travel over 1700 lys, the maximum scanrange of all ships available has
the OFF-World-Colony with 1000 lys, which can be boosted to 1600 lys
with all Scanning Exotics, we have not even to consider whether these
ships would be able to notice the above mentioned ships in the
outermost reaches of their scanrange, since they need not to be. And
then we do assume that every race has access to the Off-World Colonies,
if we are only considering the native hulls of a race, the range of
maximum scan ranges would be from 910 (birds) to 1600 lys (peeps,
slightly lower: Xtals, Sols... - Cents have 1380).
And with that ie. the birds would not even be able to forsee one move
of an MCBR, or odd things like a ShaiShans (or MCBRs) towing the above
mentiioned SuperStarCarriers or Destroyers. And without hyp protection
their whole empire as possible combat area once they see the strike
force (provided that it is smaller than ie. 700 lys in radius). Ok he
might not be able to scan ones whole empire when he comes near you, but
even slimmer is the chance that you are able to bring enough forces to
the point that wil be attacked, you do not know what the enemy does see
and what not. And that even if your empire is much stronger, there is
usually too much territory to cover. And then does anyone evacuate
his/her bases which are in range of the enemies ships when he just
sights SuperStarDestroyer or SuperStarCarriers etc.

So conclusion we should all be playing Doom 3 instead, if we do agree
with his observation.


Beezle wrote:
> You can't forsee where a hyping race will go in 3-4 moves. Well, maybe you
> can, I can't.
>
>
> "Fabian" <fabs42@yahoo.com> wrote in message
> news:1126516913.737772.174370@o13g2000cwo.googlegroups.com...
> >
> > I fully agree with this. A besieged world should have very low chances
> > of freeing itself. This is after all a strategic warfare game. If one's
> > not able to forsee the enemie's next 3-4 moves than he or she should
> > maybe think about playing Doom 3 instead.
> >
> > Fabian
> >
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Splitted wrote:
> I don't like micromanagement either, but I think I would be much better if
> it
> was easier to group really large groups of ships, because the group order to
> load Ord and RUs already exist.
>


Have you tried grouping large numbers of ships and giving them orders?
Grouping them is tedious and RSI inducing and then most of them ignore
your orders and the group falls apart and doesn't exist next turn. I'm
not talking about 10 ships as a lot I'm talking about building several
hundred ships per turn, all of which require things adding and subtracting.