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Rebel Native Dust Off

 
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Amaranthine

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Since: Apr 26, 2007
Posts: 64



(Msg. 1) Posted: Wed Mar 26, 2008 11:00 am
Post subject: Rebel Native Dust Off
Archived from groups: alt>games>vgaplanets4 (more info?)

What would be the effect of removing the Native Dust Off from the
Falcon?

Here are the mechanical changes:

1. Native Dust Off moves to Tech 5 instead of Tech 3.
2. Warp speed reduced to 20 instead of 90.
3. Max hyperjump range is reduced to 750 instead of 900.
4. Max hyperjump requires Hyperdrive tech 10 is required instead of
tech 7.
5. Hyperjump is normal instead of Fast.
6. MC cost is tripled and metal cost is x5.


So what would be the changes to the "balance" with this modification?

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protomatter

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Since: Apr 27, 2007
Posts: 104



(Msg. 2) Posted: Wed Mar 26, 2008 6:28 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 26, 7:02 pm, KlingonKommand <P....RemoveThis@nurk.fnord> wrote:
> I would be in favour of pulling this particular tooth. Every game I've
> played with a Rebel in, they hoovered up ~75% of the natives before
> anyone else could get them. Saying "they are weak in late game" is a
> weak argument as they are so powerful early / mid game (and from what
> I've seen, late game too). All those free high tech engines and weapons,
> combined with rapid movement from hyperjumping, make them
> disproportionately powerful. In a normal game most other races have NONE
> of these freebies thanks to Rebs (and Privs).
>
> Removing the dustoff from the Falcon, or (better) increasing the Falcon
> hull tech and removing the Falcon from their starting ships is the way
> to go. Or simply removing the hyperdrive from the Falcon and making it a
> warp-only ship. Basically, you gotta give other players a chance to get
> the natives in their own areas or the Rebels are too powerful.
> --
> KlingonKommand

well i think the rebels need natives to generate cash but they have
more than one way to get them.

the first way is a low tech moderate speed long range lightly armored
hull with fast hyperdrive that can be produced in abundance in the
early turns.
mid to late game this ship is useless for native gathering.

the second way to gather natives is thru having a base nearby to your
enemys. while im not sure of the races range to steal natives from
enemy bases im guessing its probably similar to that of the pirates
cove(200 lyr) what i would propose is this, rather than allowing the
falcon to scoop up 100% of natives on unmanned planets, remove this
device and allow the rebels to gather natives of all types within 200
lyrs of thier base.... but not at a rate of 100% per turn. scale it to
maybe 10-15% per turn. this would still make the falcon useful as it
could run out and drop pods to form bases in neighborhoods where
natives appear. it scoop up from all planets and bases within range.
essentially similar to pirates cove but for natives. this will allow
the other races to gather natives, although not as many, they will at
least have a shot at getting some. and if they want to keep them they
have to ensure thier are no rebel bases within 200 lyrs. now this base
combined with the ability to hide thier bases under certain
conditions. i think would be a viable alternative for the rebels. as
for the MCBR. its tech is so high that it will be some time before
they can build large enough numbers of these to unbalance the
gathering table. so i wouldnt change the MCBR.

in summary : remove the rebel native dustoff device, do not change its
cost, a high speed, low tech ,long range ship with pod bays is still a
very valueable ship as there arent too many of these. and even fewer
with fast hyperdrives. set rebel base range of stealing natives to 200
lyrs, allow rebel bases to steal 10-15%( or a value based on
population?) per turn from bases and planets be them enemys. allys or
uncolonized planets.

Proto

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Lord Lancelot

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Since: Apr 16, 2007
Posts: 143



(Msg. 3) Posted: Wed Mar 26, 2008 10:20 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rebel does not start with any falcon.

A descent Privateer player will have a huge amount of Natives, almost
as many as a Rebel.
They start with 2 ship with N. dust off, and can start scooping at
turn 2.

Rebel need to raise hull tech to 3, than produce a falcon, starting
scooping at turn 5 or later.

Rebel Already reduce natives happiness and can scoop natives in enemy
base using psp.

I do not see trouble with Rebel claiming 75% of the natives on the
map, the privater can do the same, and the Solorian can claim almost
as many, using flare (probe) and 1 crew man base, and solar flare for
gathering.
EE will claim a huge % of the Amphibian using starting Mig and 1 man
base.

Natives need to brought back to Hw, happiness need to be raised, than
they need to be spreaded in 50K pack and they need to send the part to
the HW, with require pod speed ET, using hyp ship to send the part
home will give you a fuel crisis, use warp falcon, you need planets
close to the HW and you need high tech engines...

Any races using prisoners can get a much better and stronger economy a
lot faster than the rebel, especially the EE.

Rebel can be handled by any races with grav mine layer (or Well),
cloaking ships, are extremely open to boarding. Rebel have a lot of
weakness, try as a rebel to attack the Crystal, the UEA, The Borg
(after the first cube is up), the Priv, the Solorian, the Robot.
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KlingonKommand

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Since: May 29, 2004
Posts: 447



(Msg. 4) Posted: Wed Mar 26, 2008 11:02 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I would be in favour of pulling this particular tooth. Every game I've
played with a Rebel in, they hoovered up ~75% of the natives before
anyone else could get them. Saying "they are weak in late game" is a
weak argument as they are so powerful early / mid game (and from what
I've seen, late game too). All those free high tech engines and weapons,
combined with rapid movement from hyperjumping, make them
disproportionately powerful. In a normal game most other races have NONE
of these freebies thanks to Rebs (and Privs).

Removing the dustoff from the Falcon, or (better) increasing the Falcon
hull tech and removing the Falcon from their starting ships is the way
to go. Or simply removing the hyperdrive from the Falcon and making it a
warp-only ship. Basically, you gotta give other players a chance to get
the natives in their own areas or the Rebels are too powerful.
--
KlingonKommand
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Kaos

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Since: Dec 26, 2007
Posts: 9



(Msg. 5) Posted: Thu Mar 27, 2008 12:22 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Lets not forget No Rebel base can steal you natives if you turn your
PSP off.
Granted the Natives loose there happiness, but this doesnt help the
Rebel now does it.

I think they should be left alone. Besides how can you get 75% of the
natives in a map if you dont have a bioscanner? (which they dont - and
we are not talking with allies here as this whole thread would be
useless)
They would have to jump to every planet to see what natives are there
and scoop them up, along with the Chups.
The fast jump doesnt help anything as the Native Dust off only works
at the end of a turn so as such you can only do one planet a turn per
Falcon.

Kaos
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Shard

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Since: Jan 25, 2008
Posts: 7



(Msg. 6) Posted: Thu Mar 27, 2008 1:38 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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Another option would be reduce the capacity of the native pod - or
maybe simply reduce the amount of natives that can be placed in one by
a native dust off device to say 50'000.
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Phaidros

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Since: May 16, 2007
Posts: 89



(Msg. 7) Posted: Thu Mar 27, 2008 2:29 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 27 Mrz., 08:06, Gabor Törö <g....TakeThisOut@gtoeroe.de> wrote:
> "Amaranthine" <Michael.Richardson.2....TakeThisOut@gmail.com> schrieb im Newsbeitragnews:bfbd2df4-8d80-40d2-8906-9693a237e44a@n58g2000hsf.googlegroups.com...
>
> > 1. Native Dust Off moves to Tech 5 instead of Tech 3.
> > 2. Warp speed reduced to 20 instead of 90.
> > 3. Max hyperjump range is reduced to 750 instead of 900.
> > 4. Max hyperjump requires Hyperdrive tech 10 is required instead of
> > tech 7.
> > 5. Hyperjump is normal instead of Fast.
> > 6. MC cost is tripled and metal cost is x5.
>
> I would yet be happy with less changes: Smile
>
> 1) Make Falcon a tech 5 ship
> 2) Remove one pod bay (it has two, hasn't it?)
>
> Gabor

I'd just put in a limit on how many natives the native dustoff device
can handle per turn: e.g. 50.000 natives. That slows down the Rebel's
gathering rate and gives neighbouring races a chance to go for the
same planets.

Phaidros
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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 8) Posted: Thu Mar 27, 2008 6:18 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 27 Mrz., 08:06, Gabor Törö <g... RemoveThis @gtoeroe.de> wrote:

> 1) Make Falcon a tech 5 ship

He,he and to circumvent the race pak change one could introduce that
the dust off is for Rebels available (active) if they have reached
tech 5. This can be hard coded.

So the Rebels can use the Falcon at hull tech 3 but the dust off only
is active if hull tech 5 was reached.

Gabor
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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 9) Posted: Thu Mar 27, 2008 6:20 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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On 27 Mrz., 10:29, Phaidros <tiab....DeleteThis@hotmail.com> wrote:

> I'd just put in a limit on how many natives the native dustoff device
> can handle per turn: e.g. 50.000 natives. That slows down the Rebel's
> gathering rate and gives neighbouring races a chance to go for the
> same planets.

Nice, too.

Gabor
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Gabor Törö

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Since: Jul 17, 2005
Posts: 28



(Msg. 10) Posted: Thu Mar 27, 2008 8:06 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Amaranthine" <Michael.Richardson.2002.DeleteThis@gmail.com> schrieb im Newsbeitrag
news:bfbd2df4-8d80-40d2-8906-9693a237e44a@n58g2000hsf.googlegroups.com...

> 1. Native Dust Off moves to Tech 5 instead of Tech 3.
> 2. Warp speed reduced to 20 instead of 90.
> 3. Max hyperjump range is reduced to 750 instead of 900.
> 4. Max hyperjump requires Hyperdrive tech 10 is required instead of
> tech 7.
> 5. Hyperjump is normal instead of Fast.
> 6. MC cost is tripled and metal cost is x5.


I would yet be happy with less changes: Smile

1) Make Falcon a tech 5 ship
2) Remove one pod bay (it has two, hasn't it?)

Gabor
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Gabor Törö

External


Since: Jul 17, 2005
Posts: 28



(Msg. 11) Posted: Thu Mar 27, 2008 8:45 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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"Kaos" <kadebahr3 RemoveThis @bigpond.com> schrieb im Newsbeitrag
news:682a5a5c-e24a-41f6-9ca0-a0b4052af901@d4g2000prg.googlegroups.com...

> I think they should be left alone. Besides how can you get 75% of the
> natives in a map if you dont have a bioscanner? (which they dont - and
> we are not talking with allies here as this whole thread would be
> useless)

Can't their bases see all native populations within 300ly and >100k?

Gabor
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KlingonKommand

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Since: May 29, 2004
Posts: 447



(Msg. 12) Posted: Thu Mar 27, 2008 9:48 am
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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Lord Lancelot writes

>A descent Privateer player will have a huge amount of Natives, almost
>as many as a Rebel.
>They start with 2 ship with N. dust off, and can start scooping at
>turn 2.

yes, but Privateers are poor at fighting, compared to Rebels. And they
are deliberately designed as the Scum everyone attacks - they have
deliberate large weaknesses.

I stand corrected about the Rebels though, I thought they started the
game with a Falcon, thanks for correcting me on that.
--
KlingonKommand
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Black No.1

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Since: Jun 02, 2007
Posts: 153



(Msg. 13) Posted: Thu Mar 27, 2008 11:09 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"GFM GToeroe" <gfm.TakeThisOut@gtoeroe.de> schrieb im Newsbeitrag
news:dbddb42c-df3f-4c65-b072-9bb336ce588e@s19g2000prg.googlegroups.com...
> On 27 Mrz., 10:29, Phaidros <tiab....TakeThisOut@hotmail.com> wrote:
>
>> I'd just put in a limit on how many natives the native dustoff device
>> can handle per turn: e.g. 50.000 natives. That slows down the Rebel's
>> gathering rate and gives neighbouring races a chance to go for the
>> same planets.
>
> Nice, too.
>
> Gabor


Remembering the days when native dust off wasn't blocked by enemy bases and
when you got *all* the natives on the planet...?

*Sniff*,
Jochen
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Sebastian

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Since: Mar 21, 2007
Posts: 106



(Msg. 14) Posted: Fri Mar 28, 2008 7:50 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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> So what would be the changes to the "balance" with this modification?

What do you want to achieve with this change? From the other thread I
suppose you want to tune down the rebells in early game. And it looks
you are jealous to the rebels native gathering.

Certainly if you think that the Rebels need a turn down in early
game tune down their starting ships. Concerning the natives gathering:
The Scum can harvest natives almost as fast as rebels. They only need to
send out 1 man pods flying around with speed 120ly/turn. And they have a
native dust off ship from turn one. (Of cause they can also decide to
be a nuisance to the other races and not gather natives).

Also the rebels get into problems in late game. But also in early/mid
game they have some problems mainly basically because of the lack of a
good war ship ( of cause you can try using the Bullrout as swarmer but I
bet you cannot pay the fuel (even with warhops you run into
difficulties, but of cause I do know they have good fighters which can
at least partly compensate for that).

Also keep in mind that cantinas are not that powerful as they used to
be. It is much more lucrative being a slaveholder.

Certainly there are some things in this galaxy that are really a
nuisance and of cause the rebels count as nuisance, unless of cause
played by the one and only real emperor which incarnation is purely
subjective. But isn't every other race a nuisance, even if they are
whips and you wave to waste time to kill them off.

I played the rebels and I think they have enough problems in mid/late
game that they can stay strong in early game.

Sebastian
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Sebastian

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Since: Mar 21, 2007
Posts: 106



(Msg. 15) Posted: Fri Mar 28, 2008 8:09 pm
Post subject: Re: Rebel Native Dust Off [Login to view extended thread Info.]
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> the first way is a low tech moderate speed long range lightly armored
> hull with fast hyperdrive that can be produced in abundance in the
> early turns.

You cannot do that. You will run out of fuel very fast. If you early
build 10 Falcons and don't have warhops on them you need at least 400
fuel per turn to hyp jump with all of them. Try that for 10 turn in a
row if you don't have a great source of fuel.

Sebastian
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