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6 May 2005, 03:51
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#1
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Registered User
Join Date: Jan 2001
Posts: 1,663
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[Declined] 2nd structure killer ship
may i suggest that every race get an extra structure killer ship from the same ship class as their second pod. it would make it fairer for everyone to pick his attack fleet. Cath could stick to CO, Xan could choose to go for FR, etc... it would make for more diversified attacks.
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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6 May 2005, 03:58
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#2
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: 2nd structure killer ship
Hang on...you want to encourage structure killing? no no no no no no no.
No.
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6 May 2005, 04:00
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#3
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;D!
Join Date: Nov 2004
Posts: 1,810
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Re: 2nd structure killer ship
I don't think I like the idea.
Structure killing is to be discouraged, particularly from a newbie bashing point of view. Its main place is in an alliance war, in whch case I feel there's greater skill to having to use a certain type of fleet in order to take out their structs. Making it easier to kill structs wouldn't be a good thing, I feel.
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6 May 2005, 04:06
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#4
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: 2nd structure killer ship
either structure killers are needed and it is fair to make a 2nd one available, or they are bad and should be removed from the game.
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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6 May 2005, 04:13
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#5
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Hamster
Join Date: Apr 2000
Location: Crewe, England
Posts: 3,606
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Re: 2nd structure killer ship
Structure killing is one of the most cowardly ways of normal attacking. Its not bad enough that you have stolen the planets roids, destoyed/stolen his hsip but you go and try to remove his chance of rebuilding and defend himself. Struct killers need reduced not increased. Only time they should be used is in alliance wars, not in random roidings
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Last edited by wakey; 6 May 2005 at 04:19.
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6 May 2005, 06:21
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#6
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: 2nd structure killer ship
Quote:
Originally Posted by wakey
Structure killing is one of the most cowardly ways of normal attacking. Its not bad enough that you have stolen the planets roids, destoyed/stolen his hsip but you go and try to remove his chance of rebuilding and defend himself. Struct killers need reduced not increased. Only time they should be used is in alliance wars, not in random roidings
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This is why i suggested permitting fleets with Structure Killers only to launch on a target with an alliance tag - this way, solo players are not based into oblivion whilst alliance players can have their wars - remembering that alliance players have a greater support base to back them up.
Generally, anyway.
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6 May 2005, 13:08
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#7
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Jolt's best friend
Join Date: Feb 2003
Posts: 2,101
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Re: 2nd structure killer ship
allowing things by alliance tag always opens up the possibility of abuse tho
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6 May 2005, 14:40
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#8
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U've been Moderated
Join Date: Sep 2001
Location: getting sex0red by pretty women
Posts: 1,510
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Re: 2nd structure killer ship
structure killing........ only thing i would really like to change here is the possibilitie of eta 8(7) structure killing which is just plain wrong. as it's too easy
xans should have fr structure killers maybe, NOT fi.
it's way too hard to stop like that and unfair imo
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6 May 2005, 16:05
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#9
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Laziness pays off NOW!
Join Date: Oct 2004
Location: Pensacola, FL, USA
Posts: 596
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Re: 2nd structure killer ship
One thing I am truly satisified with this round is the impact of structure killers. Sure, I've lost 20+ buildings from them this round, but because of the fluidity of roids this round, not because they are as common as they were last round. I'm satisified with structure killers being used as a strategy against planets disliked, as opposed to structure killers being added to every fleet like, for the most part, they were in round 12. Structure killers firing after stealers plays a part in this, and I'm happy that was added to the round stats.
Sure, they're still used. But their init has made them discouraged as something just added to your fleet.
-NitinA
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6 May 2005, 17:04
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#10
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: 2nd structure killer ship
I'd prefer them to die in combat, making them more a thing to be used when hitting the evil enemy than normally.
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6 May 2005, 19:46
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#11
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Ex-Visionary
Join Date: Aug 2004
Location: Manchester, Eng
Posts: 325
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Re: 2nd structure killer ship
Quote:
Originally Posted by Appocomaster
I'd prefer them to die in combat, making them more a thing to be used when hitting the evil enemy than normally.
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i think if this was implemented making struc killing more ineffective, or maybe the max number of structures killed could be decreased, then from a random roiding (struc killers along) you dont loose many structures, but on ally tartgets that are marked for demolision, multiple waves can be used to destroy more structures. If it was made more difficult to kill structures there might be room for a second pod classed structure killer, which imo is a good idea.
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6 May 2005, 22:26
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#12
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: 2nd structure killer ship
Quote:
Originally Posted by barney
i think if this was implemented making struc killing more ineffective, or maybe the max number of structures killed could be decreased, then from a random roiding (struc killers along) you dont loose many structures, but on ally tartgets that are marked for demolision, multiple waves can be used to destroy more structures. If it was made more difficult to kill structures there might be room for a second pod classed structure killer, which imo is a good idea.
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So you're saying "make it more difficult to kill structures so we can allow more of them to be made"?
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7 May 2005, 01:10
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#13
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Ex-Visionary
Join Date: Aug 2004
Location: Manchester, Eng
Posts: 325
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Re: 2nd structure killer ship
Quote:
Originally Posted by Appocomaster
So you're saying "make it more difficult to kill structures so we can allow more of them to be made"?
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not really, make structures more difficult to kill in order to give everyone the chance to fit them into their fleet without being forced to mould their whole fleet around them. The only reason to make structures more difficult to kill is to balance the amount of them about in the universe, cos if they fit into more ppls fleets more peeps will use em. also it would avoid the problem someone mentioned earlier in the thread of smaller players getting bashed beyond recovery but would still allow alliances to crush targets, if they so desired
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r11 NoS (16:9:10)
r12 VsN (22:2:1)
r13 VsN BC (10:10:10) - R.I.P.
r14 xVx Head BC (2:8:3)
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7 May 2005, 03:54
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#14
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: 2nd structure killer ship
make them less effective, maybe, but let them target the buildings they want. I agree with the post about Xan Fi structure killers, should be FR, every other race have them as their heavier (and slower) pod.
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<smith> You're 15 and full of shit.
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8 May 2005, 21:45
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#15
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Forever Noob
Join Date: Jan 2002
Location: Holland
Posts: 321
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Re: 2nd structure killer ship
I really don't like structure killing in first place, can ruin the game for someone later on as it can take weeks and weeks to rebuild. Don't ever send structure killers along on ordinary attacks myself cause I know how discouraging it is.
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23 May 2005, 15:37
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#16
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: 2nd structure killer ship
the original idea to encourage strucutre killing is bad - declined
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