"Chaos" <luiscaballerogallego.DeleteThis@gmail.com> schrieb
Hm, I like some of the suggestions that came up until now, but this is too
much IMO.
With a change like that, the pax would be pretty much worthless (ok, only
almost worthless)
If, by the time I am fielding "gigantic fleets", my Paxes can jump around
the map without hitting grav mines / GWGs at least every other turn, my
enemy doesnīt know what he is doing. Protection against hyperjumpers is
usually one of the first things to do on my list. Yes, it is a great
logistic help. Yes, it saves a lot of fuel. Yes it gives you extreme
mobility - until midgame, when most of the map should be covered with mines.
After turn 50, or so, Paxes are of great use to move new build squadrons to
the border of my own space, but to move into the enemies space, they arenīt
so good anymore as they used to be at turn 20
Plain and simple, I donīt think the Pax is oh so overpowered.
If the Redistribution Center is toned down and perhaps the double
City-Income (which, IIRC, was introduced to compensate for the low growth)
is taken away, I donīt see a need to further weaken the UEA.
Just my 2 (Euro) Cent, of course
Ralph Hoenig, Germany
<Snip>
>
> Older uses eliminated:
> -Move giant fleets: fleets of dozens of ships falling over your head at
> the cost of 50 kT of fuel will not happen anymore
> -Need a carrier to move wings: Meh...as everybody
> -Games with alliances allowed: we will not see 20 T-Rex jumping
> everywere anymore (or 50 nocturnes, or... )
>
> Greetings
>