What is the deal with the DS? I'm not sure everyone understands what the 'Deathbeam; is or does.B A N E wrote:DeathStar if as RS states is 0 range is pointless.
Rimstalker wrote:Evil Empire is the race that is probably my second LEAST favorite.
Dark sense being the big equalizer: Any probe you jump to enemy territory (even into warpwells) will (or at least should) be destroyed before it can darksense after turn 15 at the latest.
Heck, if Web Tomahawks are active, they can even be drained before they have a chance to jump away.
Rimstalker wrote:For me, the only thing that actually helps empire in any way in fhost (patrol to combat cloakers) will be switched off.
And that is really bad for a race that is considered the weakest in a standard game together with the fascists.
3 words. "Build more starbase's."Rimstalker wrote:DF: When it comes to money, 20 mcs per fighter is still 500 for a single Gorbie to AFC for one turn. In Wing Commander I simply could not afford it. At the time I left the game I had 18 or so Gorbies and about 4 of those were in a fighting state. I had shitloads of minerals, but no money at all.
Leaving hiss as it is is imho quite insane for fhost games with the low price for mados.
It's been awhile since I setup FHost but don't the FHost commands happen before everything else? If that is the case, the planet setting itself to NUK/ATT on the attack turn would have no effect ...could be wrong.B A N E wrote:DF,
Personally, I don't see a need to increase the range of DarkSense(DS).
As for the Deathray.
At most, it should have been 1 LY.
I've thought about the deathray and I agree that it shouldn't be a
long range cannon. The only folks that can really employ it with the
intent of firing the cannon are Rebels & Fascists.
EE cannot on their own.
So, the EE wants to try to use it?
They move into orbit of a planet without a PE/KILL mission.
So, target planet owner sets to ATT/NUK and lets them take it.
Is the EE then going to blast it?
If the target planet is a base, the owner cannot afford not to use ATT/NUK.
Both cases, the Deathray doesn't get fired.
OF course, there is an argument for letting the EE blast the planets.
Colonials or any other long legged race might do that!
The ONE major advantage and it is a big one that I see with the death
ray is that it forces players to use PE/KILL which concedes the left side to
the Gorbie. THAT IS HUGE.
Please don't read me being sympathetic to the EE's (Rimstalker's) case.
I generally don't agree.
But, to compromise, I suggested:
A: Double the free fighters
B: Add 60 LY to Darksense
In addition to the low cost torps (20 supps) that we've already agreed on.
This increases significantly the EE economy and modestly increases their
I generally agree, the PL21 is expendable.
Build more bases is a catch22 for the EE.
If they build the base to get the fighters, that's a gorbie hull they did not
build. But, it is an extra batch of fighters per turn. Give/Take.
I disagree on the SSD. It isn't useless, it is in fact augmented by the
Deathray. Now there are two ships that enemies cannot allow into
orbit of a planet. If they abandon the planet and the EE orbits, the EE
owns the planet or blasts it. If they stay and fight, they give up the
Left side. It makes for some interesting twists.
I want you to play against me, I will set all my forward planets and SB's to NUK, and watch go BOOM as smack into my minefields. Most people control MF codes better than that, and may let you slip through one time, but you wont make it the next turn, MF FC's control is right up thier with making sure the Pirate, or any Race race doesn't ffx you with a useless ship. Plus remember FHOST attack commands allow you to attack Fueless ships.B A N E wrote:Yes, the fhost commands come into play at Auxhost1.
So, if driving toward a base, the base will be set to NUK.
Thus free rides through any minefield centered on that world.
Yup, pretty nifty advantage for EE.
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