On Oct 16, 10:46 am, Amaranthine <Michael.Richardson.2....RemoveThis@gmail.com>
wrote:
> On Oct 16, 6:50 am, Thri....RemoveThis@googlemail.com wrote:
>
>
>
> > On 15 Okt., 23:38, Chris Doolaege <chris....RemoveThis@zeelandnet.nl> wrote:
>
> > > How many 3th race creators are still playing games and are active in the
> > > vgap4 world?
>
> > Well, that's a good question. I don't know exactly. I had Mutu
> > (Centaurs) in one of my games some time ago. I know that Paul
> > Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
> > not aware of the other authors V4 activities.
>
> > To the Redistribution Center: I also think, that it was intended to be
> > a replacement for playing the contraband market. Now since the
> > contraband market is quite dead it's the only device to buy food very
> > easily and very cheap. I will probably find a contraband in every game
> > that's worth only 2.2 mc. For these 2.2 mc you get 1 mc, 1 supply, 3
> > food and 100 ord (which alone cost 10 mc and 1 supply normally). The
> > UEA will never run out of ord or food.
>
> > Natives pay 250% taxes. Cities yield double income. Hissers provide
> > always good to excellent happiness and thus good tax income. The
> > training of HGs yield 1,000 to 2,000 mc per turn per planet
> > (Amaranthine's analysis). They are adept at taking prisoners which can
> > be converted to UEA troops. This raises the low growth rate and
> > combines with the food abundance to the biggest population at least in
> > the late game.
>
> > This excellent economy meets a ship list with excellent and dirt cheap
> > war ships, an excellent mobility via towing Transwarp ships and the
> > Pax Jumpship, a dirt cheap Grav mine dropper/Mine sweeper to stop
> > other hyperjumpers and mine drppers, a Tachyon emitter to stop
> > cloakers, Alchemy and Fuel Converter to be independant from mining in
> > the late game, excellent capturing abilities (Boarding and Grav mine
> > explosions) and no restriction to use alien devices.
>
> > After all this one could think they are unbeatable if played well.
> > What are your experiences with the UEA? Who played or met them
> > recently? How is the UEA perceived in regular games? In league games?
>
> > Thriyon
>
> General Khael, playing as UEA, is in the process of stomping several
> other players.
>
> I, as a Robot, have already conceeded.
>
> Caveats:
> He is a skilled player and is willing to devote quite a bit of time to
> micromanagement (at least until this Semester started).
> He had an excellent starting position (off in a corner, with the more
> aggressive players/races at a considerable distance).
> He has been able to get the plans for the Raffa and the Dark Wing.
> These have both contributed to his strength, but are only supplements
> (though the combination was the last straw on this camels back).
>
> That said, there were really only two items that I would consider
> "broken".
> 1. The bottomless Food stockpile. I believe contra -> food will be
> limited to the Soil of the planet in the future, changing from
> bottomless to only double production (similar to Fed/RCS).
> 2. Grav detonation System damage. If you are within 30ly of 2 Maxims,
> you're screwed. I think there will be changes to this, but IIRC, it
> seemed like it would just require a larger number of Maxims for the
> same effect (System damage related to target hull mass). However, if
> a more general change to minelaying/sweeping happens (previously
> discussed, in which mines aren't swept the turn they are dropped), a
> Barbitic dropper will be able to counter the Maxim, as the Barbitic
> Mine will be able to detonate and "sweep" the UEA Gravs.
the UEa is probably one of the only races with no real Weakness. one
of the things ive overheard Tim talking about is that when players
create races and racepaks, he hates the fact that creates dont want to
put a weakness into the race design. with that being said, i dont know
if it foreseen to have a weakness when it was created.
the UEA rules the galaxy when it comes to mobility, for the simple
cost of 100kt fuel the UEA can virtually move a billion warships 650
lyrs. thats terrific fuel economy, reducing the need for fuel
conservation ET's
the UEA also holds the cheapest minesweeper minelayer combination that
defeats early hyper attacks, the only ship i know of that can be built
in mass early in the game lay down a defensive perimeter of minefields
then turn around and be shuttled 650 lyrs to sweep enemy minefield
defense, and lock down hyper escapes. all in a matter of a couple
turns. and lots not forget the ordinance bay on this very useful ship.
10k ord, can lay for a while before having to be ressuplyed. so its
long range and long duration of play is of awesome power as well.
population, as mentioned before the population is already growing at a
fast rate. combined that with prisoner to trrop conversion, and
getting money for converting, the population and economics of this
race has weakness either,
ship hull list, the race has probably one of the best ship lists in
the game. and what they dont have, they can capture via boarding.
combat. ship to ship combat losses is easily compensated by cheap
hulls purchased with a nearly endless pool of cashno weakness there.
ship to planet is overcome wiuth the superlaser literally turning the
base into an asteroid in a single stroke. however should they decide
to capture a base?... thats not a problem either, with the arresting
units to aid thier cause, troops are financially affordable, no risk
in makeing tons of troops as it pays for itself later with prisoner
conversion, that ultimately turns the UEA into one of the best Ground
assault races in the game.
with all this in mind, i believe i heard the creator say that tim had
asked him to town down the race,
so he asked this board what we thought would work. i dont recall all
the suggestions that were brought up, but heres the ones i do recall
implementation of the contraband confiscation device. confiscates
contraband from enemys. this was implemented to elimate the ability of
the UEA to buy contraband, something everyone thought was wierd for a
race that is so against contraband.
UEA would no longer buy or sell contraband, only process contraband
found , captured or confiscated.
the maxim would be weakened, removing the minesweeper device from its
hull,
the judgement would be enhanced by placing a minesweeper unit on its
hull.
the hisser would be removed from the sentinal.
the hisser would be built into one of the mech units instead.
the pax may or may not undergo some changes to limit the amount of
ships that could travel with it.
idea 1 was to decrease the amount of its fuel tank to limit its number
of jumps.
idea 2 was to change the amount of fuel consumption and tie it to the
number of ships being jumped, Example 10kt fuel burn for each ship.
idea 3 was to place a hard limit on the number of ships that could
travel thru the jumpoint generator with it, such as 10 ship max
minefield detonation would change, dont recall how.
citys would produce less cash.
redistribution centers would be toned down, produce less food. and
only process x amount of contraband per turn tied to population? or
something else?
training center income would be toned down possibly reduceing the max
income you can earn per planet.
lockdown devices on UEA ships would change having a switch to turn
them on and off.
lockdown devices would lockdown gold pod selling to enemy races. and
the consfication device would confiscate the gold pod contra. the
first part of this was already implemented thru host changes.
tachyon emitter would be removed from the ranger. providing to the
race at least one natural weakness.
some frieghter hulls would be removed from the ship list, not sure
which ones.
all of these ideas helped to improve the balance of the race while
still keeping the flavor of its design, without completely and utterly
weakening the race.
protomatter
anxiously awaiting the new race pack
>> Stay informed about: UEA New Race pack ?