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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Planets per sector
Can anyone think of any drawbacks to setting the number of planets per sector really high as a way to limit the effectiveness of sector overloading? It would also nerf mothing. Lots of planets could kill big ships with sector fire, but that's what photons are for.
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Thu Dec 01, 2011 4:39 am |
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Crosby
Lieutenant Commander
Joined: Sun Jan 29, 2006 3:00 am Posts: 792 Location: Iowa
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 Re: Planets per sector
Quote: It would also nerf mothing. It would lead to stalemate if you could just load the sector w/ shielded cannons, all set at 1%....
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Thu Dec 01, 2011 4:56 am |
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Comet
Commander
Joined: Thu Oct 17, 2002 2:00 am Posts: 1158
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 Re: Planets per sector
Mongoose wrote: Can anyone think of any drawbacks to setting the number of planets per sector really high as a way to limit the effectiveness of sector overloading? It would also nerf mothing. Lots of planets could kill big ships with sector fire, but that's what photons are for. Photons are only good for non shielded planets. Oh and taking your turns away 
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Thu Dec 01, 2011 5:49 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planets per sector
I wonder how many planets it would take to kill an IC with 1% sector fire. Or, more realistically, exponentially increasing sector fire (1%, 2%, 4%, etc.) And whether any game where someone has that many planets might still be considered a contest.
If you did load a sector with a very large number of developed planets, an overloading attack would be more likely to kill the good ones.
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Thu Dec 01, 2011 6:12 pm |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: Planets per sector
Mongoose wrote: I wonder how many planets it would take to kill an IC with 1% sector fire. Or, more realistically, exponentially increasing sector fire (1%, 2%, 4%, etc.) And whether any game where someone has that many planets might still be considered a contest.
If you did load a sector with a very large number of developed planets, an overloading attack would be more likely to kill the good ones. Why overload a sector with developed planets ? 5 stock Hs starting 1% through 5%, if maxed on gas, will take out a maxed stock IC
Last edited by Kavanagh on Thu Dec 01, 2011 7:11 pm, edited 1 time in total.
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Thu Dec 01, 2011 6:49 pm |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Planets per sector
Kavanagh wrote: Mongoose wrote: I wonder how many planets it would take to kill an IC with 1% sector fire. Or, more realistically, exponentially increasing sector fire (1%, 2%, 4%, etc.) And whether any game where someone has that many planets might still be considered a contest.
If you did load a sector with a very large number of developed planets, an overloading attack would be more likely to kill the good ones. Why overload a sector with developed planets ? It is used to keep people from invading. For example, if I have a sector limit of 3 or 4 planets, I bring in others and then warp them out before extern.
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Thu Dec 01, 2011 6:53 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planets per sector
Kavanagh wrote: 5 stock Hs starting 1% through 5%, if maxed on gas, will take out a maxed stock IC So if five planets is already enough for that, then allowing more wouldn't really hurt anything.
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Fri Dec 02, 2011 2:26 am |
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