current settings are way too rich, and the games use Teleport to boot. In the Pit 3, I have spent minerals on 8 or 9 launchers so far (15 000 kts each), have bases on basically all my 70 or so planets and transwarp, HP Rushs in the queue for roughly the next 150 planet IDs.Cardno wrote:I agree that all the things you mention are factors which can impact a game.
For me, I try to balance maximum ship production before the ship queue, with expansion. Good expansion assists greatly with proximty and therefore, the capability to fight and bring war to your neighbours. From experience, focussing on maximising ship production often = an inabilty (for much of the game) to bring significant war to significant parts of the map. The cause of this often isn't just about what others do but what YOU do. Many players seem to try to avoid conflict until after ship queue is reached just so they can maximise their ship production. I think this is a major problem with the way many play the game and how it impacts the game.
It is possible to counter maxed out starbases. It often means building 'fighter killing ships' which you are prepare to sacrifice if neccessary, then followed by a nice capital ship. Every race has one. If you take down half the fighters in a maxed out starbase using this method, you can kill it quite easily with a half decent capital ship following. I guess a really good player who ends up with 50 or so starbases does present a problem. But I think it can be done.
There are some players here who are better than me who I think do not just 'sit and build their fleets'. Perhaps they have some comments to make as well.
You might want to read my Klingon guide. There are good pointers in the for you B-)wasp wrote: Of course it's my fault, I don't play as well as you. You really have to create a vgaplanets academy and teach some of that stuff.... cleary i'm doing something wrong.
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