Dealing with Pirates

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akshamu
Posts: 499

Dealing with Pirates

Post#1 » Mon Jan 26, 2009 5:50 pm

I am curious how others deal with pirates robbing and cloaking abilities.
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An American is a person who does things because they haven't been done before

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Hawkeye
Posts: 1029

Re: Dealing with Pirates

Post#2 » Mon Jan 26, 2009 5:51 pm

akshamu wrote:I am curious how others deal with pirates robbing and cloaking abilities.
All depends on which race you're playing :D


Fed = build Lokis
Lizards = build Lokis
Birdmen = remain cloaked and set PE = Priv
Fascists = poppers
Borg = minefields, set PE = Priv, mission = beam up fuel, trade for a loki
Crystal = webmines
Empire = minefields, set PE = Priv, mission = beam up fuel, trade for a loki
Robots = 4 x minefield
Rebels = minefields, set PE = Priv, mission = beam up fuel, trade for a loki
Colonies = Use Virgos to stop counter-mining, lay large minefields
Last edited by Hawkeye on Mon Jan 26, 2009 6:01 pm, edited 1 time in total.

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B A N E
Posts: 3777

Post#3 » Mon Jan 26, 2009 5:53 pm

Bribe them!
:shock:
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Your side,
their side,
and the truth.

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BitMask
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Post#4 » Tue Jan 27, 2009 1:23 am

Or ally with them (This could be a risk :roll: )

planetmaker
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Post#5 » Tue Jan 27, 2009 3:44 am

Were mines already meantioned? That said, throw a few more mines. And don't forget about minefields ;)

Sometimes it may also be helpful, if you tow your own ships. If you win the tow (PHost) or have the lower ID of the tower, you move first. Over your own planets use beamup fuel. Never fly into orbit of planets which you don't own at least after combat. Then beamup fuel won't work.

And then, of course, get a Tachyon ship or poppers. Tachyon is more efficient though. If you trade for one, clone it at least once.

If you have cloakers, use them. As Gorn or Klingon use your ground combat to what it's worth.

Regards,
pm

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