starz2far
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Re: Strategy & Resource Management......
Effective drones are even cheaper & faster.
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2/9/2005, 8:09 pm
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beat2k
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Re: Strategy & Resource Management......
Cloaked mines cost 20 resources while as
cloaked E9 drones cost 18 resources.
Those E9 drones are almost as effective as E-mines, but I don't recommend them because when someone has "sniper warships" (warships with at least 13 weapons), they can blow right through them and ultimately conquer your capital.
Sometimes you get lucky and survive, but chances are that if you don't build a good enough defense, you will get conquered by a calvery of these warships.
Last edited by beat2k, 2/9/2005, 8:24 pm
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2/9/2005, 8:23 pm
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Viltris
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Re: Strategy & Resource Management......
Who says you're cloaking the drone? Make it UNcloaked. If you're a good player, you won't have to worry about Startillery fire.
--- \/
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2/9/2005, 8:37 pm
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beat2k
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Re: Strategy & Resource Management......
I am a good player, I usually build them cloaked so i can destroy those startillery. I build inkspots visible so the startillery focus on the inkspots. I move the drones behind the startillery and when the startillery back up, they will get destroyed.
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2/9/2005, 9:12 pm
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Viltris
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Re: Strategy & Resource Management......
Well, OF COURSE, you're supposed to cloak when taking out enemy StarTillery, but unless you intend to build only ONE, you should not build a cloaked defensive fleet of drones.
And if you do plan to build only one, a cloaked drone would be a LOT more effective than an e-mine, because e-mines have only 1 engine.
--- \/
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2/10/2005, 9:31 pm
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beat2k
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Re: Strategy & Resource Management......
As it says on my HOF. The Open Challenges section says,
"I'm hosting the largest Solar Vengeance competition! So start warming up all SV players because this the largest and (hopefully) a 10 player match! Starts at 2/13/05 between 12:00pm to 12:00am. Ends at 2/14/05 at 12:00am!"
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2/10/2005, 9:47 pm
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UglyGreenThings
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Re: Strategy & Resource Management......
Are these some correct assumptions about StarTillery?
1. Can only fire on a single starship at a time.
2. Targets the closest Starship.
3. Inflicts 1 point of damage per shot. (IE: It takes ~30 shots to defeat a E20/W10 warship)
4. Can target Starships while "hidden" in nebulas. (assuming that a Scanner or Inksopt has tagged the target)
quote: beat2k wrote:
"I'm hosting the largest Solar Vengeance competition! So start warming up all SV players because this the largest and (hopefully) a 10 player match! Starts at 2/13/05 between 12:00pm to 12:00am. Ends at 2/14/05 at 12:00am!"
Perhaps you should put that on your main page, rather than hidden in your "Open Challenges" section. I was unaware that any such event was being planned.
Also, you should reverse your HOF ordering. It's confusing (at least to me) to see the less frequent players at the top of the list.
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2/11/2005, 2:58 pm
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beat2k
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Re: Strategy & Resource Management......
quote: UGT: Are these some correct assumptions about StarTillery?
1. yes
2. yes
3. yes
4. yes
And I have placed the open challenges on the main page now.
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2/11/2005, 8:29 pm
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nonsumqualiseram
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Re: Strategy & Resource Management......
3. I think a ship only needs to get to zero in one of the two categories for it to be destroyed. Whatever category is bigger is more likely to be damaged by ratio (ex. 20/10).
--- nonsumqualiseram= urban/zeppelin
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2/11/2005, 8:47 pm
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beat2k
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Re: Strategy & Resource Management......
My version of this ratio is the number of engines divided by the total value of the starship.
A 20/10 warship has a total value of 30.
(20/30) = 67% for engines and (10/30) = 33% for weapons.
in a random between 0 and 100 the percentages are multiplied by 100.
67% x 100 = 67
33% x 100 = 33
The smaller number is compared to the random number. Which happens to be 33!
if the random number is <= 33 then it damages the weapons
if the random number is > 33 then it damages the engines
If the starship has engines with no secondary system this shouldn't matter.
A 20 engine inkspot has a total value of 20.
(20/20) = 100%.
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2/11/2005, 11:34 pm
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