Thread: cath buff idea
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Unread 19 Jun 2005, 08:48   #24
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Re: cath buff idea

Quote:
Originally Posted by furball
The next idea would be to increase the damage of what you all see as the 'problem' pod, the Leviathon. Theoretically then fewer would be built...but this wouldn't happen in the real game.
Then they would be even harder to kill, as even fewer shots land on them and thus still getting full cap with even a higher proportion of fleet loss .

The 'solution' is to make them cheaper - so you need more of them, thus more shots land on them etc etc.


Quote:
The problem is that TBTs and Tarants can only come from in-galaxy. Do I need to explain the problem with this further?
This isnt a problem tbh - most (large) alliances have at least one other friendly in-gal. If you know that your race is vulnerable to FI when the ship stats are unleashed, then you buddy with someone who will be able to cover that gap. Also, any prelaunched FI fleets ('lo Visionaries) will be able to potentially be covered by Universe (or even in-C, heh) TBT/Pegs.

Even a reletively small proportion of sents would make it too costly to land (you know - the point of my post), even if there was a high proportion of loss. Similarly, Beetles + Cutlasses could be sent to stun (minimise losses) then steal the enemy FI. This, also, normally makes it too expensive to land. this is especially the case when the Defending Zik already has alot of CO that can be used to flak Beetles and/or other Cutlasses.

Obviously .

Then again, that might all change with the new stats... .
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