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Since: Dec 17, 2007 Posts: 7
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(Msg. 46) Posted: Mon Mar 17, 2008 8:18 am
Post subject: Re: Rebels (was: Prison Camps) [Login to view extended thread Info.] Archived from groups: alt>games>vgaplanets4 (more info?)
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On Mar 14, 12:49 pm, KlingonKommand <P....DeleteThis@nurk.fnord> wrote:
> protomatter writes
>
> >the real threat has always been that the native dustoff devices in
> >this game, are attached to hyperships. now since its been that way
> >from the beginiing nobody has called foul. but if it hadnt existed and
> >someone proposed it being placed on a hypership. im sure crying foul
> >would be the voice of the day.
> >its nice that a single race can go out and get that the natives it
> >needs by simply beeming it up. but at least at ne point we had the
> >ability to slow down the rebs from getting to them all. now we dont
> >even have that. just another perk for the already strong hyperraces i
> >suppose.
>
> You could say the Rebs are the new Borg. They assimilate (grab) all the
> natives early on in every game I've played with them in.
Nah, the rebels are just the new Priv...
They run around stealing all the natives, play the contraband market
(rather than stealing contraband make it for FREE), and make people
unhappy simply with their existance (native happiness drop).
Is it just me, or does this not seem very 'rebel' like. Assuming they
are the "Rebel Forces", just like the opposite of the "Evil Empire".
So unlike the Priv, who have to pay a bunch to get the hull tech and
then pay a lot to build the ships with the native dust off, the rebels
just build falcons...
And unlike the Priv who have to run their Coves near enemy populated
areas to make money, the Rebel cantinas can run safely in the
background.
The Rebels now make the "Scum" truly look like under achievers. So
much for Priv being "target #1" like Tim intended. I would MUCH rather
go after a Rebel then a Priv if I have the choice. The rebels are far
more deadly AND annoying. >> Stay informed about: Bug: Prison Camps |
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Since: Apr 16, 2007 Posts: 143
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(Msg. 47) Posted: Mon Mar 17, 2008 8:30 am
Post subject: Re: Rebels (was: Prison Camps) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 17, 11:18 am, Mutu <M... RemoveThis @softhome.net> wrote:
> On Mar 14, 12:49 pm, KlingonKommand <P... RemoveThis @nurk.fnord> wrote:
>
> > protomatter writes
>
> > >the real threat has always been that the native dustoff devices in
> > >this game, are attached to hyperships. now since its been that way
> > >from the beginiing nobody has called foul. but if it hadnt existed and
> > >someone proposed it being placed on a hypership. im sure crying foul
> > >would be the voice of the day.
> > >its nice that a single race can go out and get that the natives it
> > >needs by simply beeming it up. but at least at ne point we had the
> > >ability to slow down the rebs from getting to them all. now we dont
> > >even have that. just another perk for the already strong hyperraces i
> > >suppose.
>
> > You could say the Rebs are the new Borg. They assimilate (grab) all the
> > natives early on in every game I've played with them in.
>
> Nah, the rebels are just the new Priv...
>
> They run around stealing all the natives, play the contraband market
> (rather than stealing contraband make it for FREE), and make people
> unhappy simply with their existance (native happiness drop).
>
> Is it just me, or does this not seem very 'rebel' like. Assuming they
> are the "Rebel Forces", just like the opposite of the "Evil Empire".
>
> So unlike the Priv, who have to pay a bunch to get the hull tech and
> then pay a lot to build the ships with the native dust off, the rebels
> just build falcons...
>
> And unlike the Priv who have to run their Coves near enemy populated
> areas to make money, the Rebel cantinas can run safely in the
> background.
>
> The Rebels now make the "Scum" truly look like under achievers. So
> much for Priv being "target #1" like Tim intended. I would MUCH rather
> go after a Rebel then a Priv if I have the choice. The rebels are far
> more deadly AND annoying.
Rebel played by default master setup (some natives) are far from being
a strong race.
Sure they have strong starting ships but that is about it, they need
to have natives to have a descent economy, (not a strong economy like
prisoners race with prisoners or simply, Solorian, Borg, Robot,
Crystal, Scavneger, UEA.). Rebel cantina are a big joke and are not
worth building they make an insignificant amount of money.
In a tight map with 1 000 000 starting pop, and about default master
setup like P4 League, Rebel as the chance for a few kills, but winning
the game very doubtful if the tier 1 (Good players), or even tier 2.
Now in a setup with many natives and a big map, sure the Rebel will
seem more powerful, but the Borg, Robot, and other fast scooping
natives race like Priv, Solorian will be very strong due to the
natives...
Lord Lancelot >> Stay informed about: Bug: Prison Camps |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 48) Posted: Mon Mar 17, 2008 1:06 pm
Post subject: Re: Rebels (was: Prison Camps) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 17, 11:30 am, Lord Lancelot <polan... RemoveThis @hotmail.com> wrote:
> On Mar 17, 11:18 am, Mutu <M... RemoveThis @softhome.net> wrote:
>
>
>
> > On Mar 14, 12:49 pm, KlingonKommand <P... RemoveThis @nurk.fnord> wrote:
>
> > > protomatter writes
>
> > > >the real threat has always been that the native dustoff devices in
> > > >this game, are attached to hyperships. now since its been that way
> > > >from the beginiing nobody has called foul. but if it hadnt existed and
> > > >someone proposed it being placed on a hypership. im sure crying foul
> > > >would be the voice of the day.
> > > >its nice that a single race can go out and get that the natives it
> > > >needs by simply beeming it up. but at least at ne point we had the
> > > >ability to slow down the rebs from getting to them all. now we dont
> > > >even have that. just another perk for the already strong hyperraces i
> > > >suppose.
>
> > > You could say the Rebs are the new Borg. They assimilate (grab) all the
> > > natives early on in every game I've played with them in.
>
> > Nah, the rebels are just the new Priv...
>
> > They run around stealing all the natives, play the contraband market
> > (rather than stealing contraband make it for FREE), and make people
> > unhappy simply with their existance (native happiness drop).
>
> > Is it just me, or does this not seem very 'rebel' like. Assuming they
> > are the "Rebel Forces", just like the opposite of the "Evil Empire".
>
> > So unlike the Priv, who have to pay a bunch to get the hull tech and
> > then pay a lot to build the ships with the native dust off, the rebels
> > just build falcons...
>
> > And unlike the Priv who have to run their Coves near enemy populated
> > areas to make money, the Rebel cantinas can run safely in the
> > background.
>
> > The Rebels now make the "Scum" truly look like under achievers. So
> > much for Priv being "target #1" like Tim intended. I would MUCH rather
> > go after a Rebel then a Priv if I have the choice. The rebels are far
> > more deadly AND annoying.
>
> Rebel played by default master setup (some natives) are far from being
> a strong race.
> Sure they have strong starting ships but that is about it, they need
> to have natives to have a descent economy, (not a strong economy like
> prisoners race with prisoners or simply, Solorian, Borg, Robot,
> Crystal, Scavneger, UEA.). Rebel cantina are a big joke and are not
> worth building they make an insignificant amount of money.
>
> In a tight map with 1 000 000 starting pop, and about default master
> setup like P4 League, Rebel as the chance for a few kills, but winning
> the game very doubtful if the tier 1 (Good players), or even tier 2.
>
> Now in a setup with many natives and a big map, sure the Rebel will
> seem more powerful, but the Borg, Robot, and other fast scooping
> natives race like Priv, Solorian will be very strong due to the
> natives...
>
> Lord Lancelot
well supposedly the rebels cant see laser minefields very well, an
inherit handicapp for the race. but now that they can be immune to all
minifelds if using rxx command it deliberately bypasses that handicap.
all they need to do is use the RXX command of the race for the
territory they are in and no handicap
Proto >> Stay informed about: Bug: Prison Camps |
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Since: Apr 16, 2007 Posts: 143
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(Msg. 49) Posted: Mon Mar 17, 2008 1:21 pm
Post subject: Re: Rebels (was: Prison Camps) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Rebel main military flaw, is many race have gravitonic minefield,
nova, or grav well generator, stopping HYP ship to a slow crawl of
20ly a turn.
The only "fast" ship is the falcon who is not a warship, and can
easily be boarded by enemy (like all rebel ships crawling at 20ly a
turn), yes they have the mean to get natives fast, and could try to go
in fast and drop ground troop...
But how hard it is to have ships and fighters in orbit to shoot and
kill the base from orbit ? an easy task, a lone ground force without
control of the sky, will only work vs bad player, or vs a base not
worth guarding.
You also have a full turn to send ships / wing in orbit to blast the
Rebel base, or send your own ground force...
Also having a base on all planet in your area will block the natives
dustoff, I played the Rebel enough to know they are only a early
menace due to their starting ships and fighters, they do not stand a
chance vs strong race or late game race.
Lord Lancelot >> Stay informed about: Bug: Prison Camps |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 50) Posted: Mon Mar 17, 2008 1:48 pm
Post subject: Re: Rebels (was: Prison Camps) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> Also having a base on all planet in your area will block the natives
> dustoff, I played the Rebel enough to know they are only a early
> menace due to their starting ships and fighters, they do not stand a
> chance vs strong race or late game race.
>
> Lord Lancelot
if your saying a base will stop the falcon from stealing the natives
then i disagree, it wont stop a falcon with disruptors. unless of
course the base has a base shield. and not many players can afford to
build a base shield in the first 20 turns. since the planet tech for
base shield is rather high. by turn 20 the natives will already be in
the hands of the rebels. and those that arent will become unhappy as
long a 1 troop is on planet somewhere nearby.
so yeah the rebs are the new borg. any race dependant on natives in a
game with the rebels will have a hard start. in the long run i think
rebels will have problems. but its wont be because of the dustoff
device.
the rebs are strong starting race. and yes i put them right up there
with the privs. elimination of rebels early on is common play now, for
two reasons, the natives is one. and the other is because they tend to
strike hard and fast from the getgo and they "generally" wins thier
games in the early turns if they win at all.
Proto >> Stay informed about: Bug: Prison Camps |
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