Malazan Empire: Eclipse - Game #2 - Malazan Empire

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Eclipse - Game #2 Rise of the Ancients

#1441 User is offline   D'rek 

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Posted 11 February 2013 - 04:57 PM

View Postcerveza_fiesta, on 11 February 2013 - 04:54 PM, said:

I was wondering that. Initiative bonus all around or are they some kind of special missile init bonus...like my missiles get to fire first before the opponents.

or are missiles all fired simultaneously no matter what?


If multiple players/ship types in a battle have missiles, they resolve one-at-a-time in order just like cannons would in each engagement round.

The initiative on flux missiles is just regular initiative.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1442 User is offline   cerveza_fiesta 

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Posted 11 February 2013 - 05:07 PM

Ah ok. So if I have the initiative, I have it for both missile and regular combat rounds. Understood.

@Twelve

But think...8 interceptors, each firing 2 flux missiles. Holy frak!

It would either be all over in the opening round or I'd be toast. Like a fire mage in WoW PvP.

but all that aside,

I could do an upgrade and put 3 flux missiles on my cruiser BP at the cost of 1 hull. Initiative out the wazoo and 6 missiles for a relatively cheap ship. Backed up by interceptors that could be a pretty formidable attack force. Best defense is a ridiculously overpowered offense I always say.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#1443 User is offline   D'rek 

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Posted 11 February 2013 - 05:12 PM

View Postcerveza_fiesta, on 11 February 2013 - 05:07 PM, said:

Ah ok. So if I have the initiative, I have it for both missile and regular combat rounds. Understood.

@Twelve

But think...8 interceptors, each firing 2 flux missiles. Holy frak!

It would either be all over in the opening round or I'd be toast. Like a fire mage in WoW PvP.

but all that aside,

I could do an upgrade and put 3 flux missiles on my cruiser BP at the cost of 1 hull. Initiative out the wazoo and 6 missiles for a relatively cheap ship. Backed up by interceptors that could be a pretty formidable attack force. Best defense is a ridiculously overpowered offense I always say.


Interceptor Bay still hasn't appeared, but if it did it would combo with flux missiles really well, too. You have a couple cruisers (or a dread or two), each with a bunch of flux missiles and an interceptor bay (the flux missiles costing no energy means you only need a nuclear or fusion source, just for the bay and a drive). Then you just need to move the cruisers and they bring their interceptors along to mop up anything that doesn't die from the flux missiles with them. The interceptors already have high initiative and the cruisers get it too from the missiles :p

This post has been edited by D'rek: 11 February 2013 - 05:12 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#1444 User is offline   Khellendros 

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Posted 11 February 2013 - 05:34 PM

Sorry for my ignorance again, but what does a Jump Drive do? I'm guessing something to do with moving, but I couldn't find it.

For my next trick:

RESEARCH Advanced Mining for 9 Science, and...

Place materials population cubes at 238, 301 and 318!

MWAHAHAHAHAHAHAHAHAAHAHA!!!!!!
"I think I've made a terrible error of judgement."
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#1445 User is offline   twelve 

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Posted 11 February 2013 - 05:35 PM

View Postcerveza_fiesta, on 11 February 2013 - 05:07 PM, said:

Ah ok. So if I have the initiative, I have it for both missile and regular combat rounds. Understood.

@Twelve

But think...8 interceptors, each firing 2 flux missiles. Holy frak!

It would either be all over in the opening round or I'd be toast. Like a fire mage in WoW PvP.

but all that aside,

I could do an upgrade and put 3 flux missiles on my cruiser BP at the cost of 1 hull. Initiative out the wazoo and 6 missiles for a relatively cheap ship. Backed up by interceptors that could be a pretty formidable attack force. Best defense is a ridiculously overpowered offense I always say.


Yeah 6 missles that have a 1/6 success rate and only do one point of damage so that boils down to only 8 points of damage when everythng is said and done. Keeping the cannons on the interceptors is the better choice. This part is great in a glass ship battle but against the super hulled beasts that Khell, IH and Tats have it is only useful in gaining the inititive for your larger ships so your cannons can fire first and like D'rek mentioned it works great with the interceptor bay.
I don't know what I'm doing but it sounds good.
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#1446 User is offline   cerveza_fiesta 

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Posted 11 February 2013 - 05:36 PM

We had better pay attention to Khell, with his new production he is going to have some serious ship-buying power in the next few rounds.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1447 User is offline   twelve 

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Posted 11 February 2013 - 05:38 PM

View PostKhellendros, on 11 February 2013 - 05:34 PM, said:

Sorry for my ignorance again, but what does a Jump Drive do? I'm guessing something to do with moving, but I couldn't find it.

For my next trick:

RESEARCH Advanced Mining for 9 Science, and...

Place materials population cubes at 238, 301 and 318!

MWAHAHAHAHAHAHAHAHAAHAHA!!!!!!



FUCK!!!!

I should have let CF take the neutron bombs.
I don't know what I'm doing but it sounds good.
0

#1448 User is offline   Khellendros 

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Posted 11 February 2013 - 05:39 PM

View Postcerveza_fiesta, on 11 February 2013 - 05:36 PM, said:

We had better pay attention to Khell, with his new production he is going to have some serious ship-buying power in the next few rounds.



Leave me alone and I'll leave you alone, that's the Enlightened motto. I just want to build my shrines, is all. Also, leave EM alone.

Go kill your main rivals, which is clearly IH/D'rek. Or bully Tattersail.
"I think I've made a terrible error of judgement."
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#1449 User is offline   Tattersail_ 

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Posted 11 February 2013 - 05:50 PM

Why would they bully the lowliest of the low? Nasty you are :p
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#1450 User is offline   cerveza_fiesta 

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Posted 11 February 2013 - 05:53 PM

Dang....poor coordination on our part.

But with my new missiles, I have some pretty decent firepower. Take an upgrade action to put tach drives on your interceptors to increase their range and I can help defend the GC.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1451 User is offline   cerveza_fiesta 

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Posted 11 February 2013 - 05:55 PM

View PostKhellendros, on 11 February 2013 - 05:39 PM, said:

View Postcerveza_fiesta, on 11 February 2013 - 05:36 PM, said:

We had better pay attention to Khell, with his new production he is going to have some serious ship-buying power in the next few rounds.



Leave me alone and I'll leave you alone, that's the Enlightened motto. I just want to build my shrines, is all. Also, leave EM alone.

Go kill your main rivals, which is clearly IH/D'rek. Or bully Tattersail.


Care to put your money where your mouth is on that? We are now adjoining and could enter diplomatic relations...you know as a mutual bonus and deterrent against further aggression.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1452 User is offline   Khellendros 

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Posted 11 February 2013 - 05:59 PM

View Postcerveza_fiesta, on 11 February 2013 - 05:55 PM, said:

View PostKhellendros, on 11 February 2013 - 05:39 PM, said:

View Postcerveza_fiesta, on 11 February 2013 - 05:36 PM, said:

We had better pay attention to Khell, with his new production he is going to have some serious ship-buying power in the next few rounds.



Leave me alone and I'll leave you alone, that's the Enlightened motto. I just want to build my shrines, is all. Also, leave EM alone.

Go kill your main rivals, which is clearly IH/D'rek. Or bully Tattersail.


Care to put your money where your mouth is on that? We are now adjoining and could enter diplomatic relations...you know as a mutual bonus and deterrent against further aggression.



I'm in theory happy to do that, but will of course have to discuss it with my ally EM before entering into anything with the person who attacked him so unprovoked :p

The only problem I forsee is that EM will not want to stop attacking you in order to get to the GC. Hmmm. Tempting for me personally though, you nasty bugger.
"I think I've made a terrible error of judgement."
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#1453 User is offline   cerveza_fiesta 

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Posted 11 February 2013 - 06:02 PM

The collective's positronic brain is merely outlining a possible, logical course of action.

This post has been edited by cerveza_fiesta: 11 February 2013 - 06:03 PM

........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1454 User is offline   Imperial Historian 

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Posted 11 February 2013 - 06:02 PM

View Posttwelve, on 11 February 2013 - 05:38 PM, said:

View PostKhellendros, on 11 February 2013 - 05:34 PM, said:

Sorry for my ignorance again, but what does a Jump Drive do? I'm guessing something to do with moving, but I couldn't find it.

For my next trick:

RESEARCH Advanced Mining for 9 Science, and...

Place materials population cubes at 238, 301 and 318!

MWAHAHAHAHAHAHAHAHAAHAHA!!!!!!



FUCK!!!!

I should have let CF take the neutron bombs.


Yes you should have :p

Build a starbase in each of my border provinces, thats the one with the dreads and the one with a starbase in it already.
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#1455 User is offline   twelve 

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Posted 11 February 2013 - 06:03 PM

View Postcerveza_fiesta, on 11 February 2013 - 05:53 PM, said:

Dang....poor coordination on our part.

But with my new missiles, I have some pretty decent firepower. Take an upgrade action to put tach drives on your interceptors to increase their range and I can help defend the GC.



That requires more energy and there has been a grand total of 3 source techs all game long and they are all taken. I've already taken up a spot on my Dreads so I can have the computers and better drive. I don't have the room on the interceptor to do the same.

I would really love to attack IH this turn and take out some of his ships but i've been running some senarios and with his point defense and turtle Dreads I don't think I can take him like I was planning on this round. So instead I'm going to build some starbases in the Galactic Center so you can save your interceptors to put some additional hurt on EM before Khell can pump out enough ships to help him.
I don't know what I'm doing but it sounds good.
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#1456 User is offline   D'rek 

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Posted 11 February 2013 - 06:06 PM

@Khell - The Jump Drive gives you one move per activation that can be from any hex to any adjacent hex, even if there is only half a wormhole or NO WORMHOLE AT ALL.

When you do a move action, you get 2 arrows (activations) and you put each arrow to a single ship (or both to the same ship). Each ship that gets activated can make as many "hops" (a move from one hex to an adjacent hex) as it has hexagon symbols on its blueprints. So, ie, CF's interceptors have 4 hexagon symbols, each time one gets activated it can make 4 hops. A ship with two fusion drives would also have 4 hexagon symbols and could make 2 hops.

A ship that has a fusion drive and a jump drive in its blueprints has two hexagon symbols from the fusion drive and another from the jump drive, so it can make 3 hops per activation. Two of those hops have to be through a wormhole (or through a half-wormhole if you have wormhole generators) but the third hop does not have to be through a wormhole. (The 3 hops can be in any order).

Alternatively, the jump drive can be the only drive on a ship, in which case that ship would get 1 hop from its current hex to any adjacent hex per activation.

Make sense?

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1457 User is offline   D'rek 

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Posted 11 February 2013 - 06:19 PM

Research Advanced Economy

Colonize the Advanced Money squares in Vega and Eta Geminorum

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1458 User is offline   Khellendros 

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Posted 11 February 2013 - 06:21 PM

View PostD, on 11 February 2013 - 06:06 PM, said:

@Khell - The Jump Drive gives you one move per activation that can be from any hex to any adjacent hex, even if there is only half a wormhole or NO WORMHOLE AT ALL.

When you do a move action, you get 2 arrows (activations) and you put each arrow to a single ship (or both to the same ship). Each ship that gets activated can make as many "hops" (a move from one hex to an adjacent hex) as it has hexagon symbols on its blueprints. So, ie, CF's interceptors have 4 hexagon symbols, each time one gets activated it can make 4 hops. A ship with two fusion drives would also have 4 hexagon symbols and could make 2 hops.

A ship that has a fusion drive and a jump drive in its blueprints has two hexagon symbols from the fusion drive and another from the jump drive, so it can make 3 hops per activation. Two of those hops have to be through a wormhole (or through a half-wormhole if you have wormhole generators) but the third hop does not have to be through a wormhole. (The 3 hops can be in any order).

Alternatively, the jump drive can be the only drive on a ship, in which case that ship would get 1 hop from its current hex to any adjacent hex per activation.

Make sense?



After a little brain-work on my part, yes, thank you very much! :p

So, very useful if I was of the aggressive-minded, pro-active sort. Which I'm currently not. But everybody was getting so excited about it it would seem a mistake to just throw it away. I would imagine it would be best to either put it on the interceptors, build a huge fleet of them and have them all jump around, or place it on the dreadnaughts for some scary ships jumping your way (plus at the moment I can't see me putting the jump drive on the interceptors anywhere but over the nuclear drive, so still just one hop, whereas I could increase hops on the dreadnaught at the expense of a hull).

Hmmm, anyone care to give some objective, unbiased advice?
"I think I've made a terrible error of judgement."
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#1459 User is offline   twelve 

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Posted 11 February 2013 - 06:26 PM

View PostKhellendros, on 11 February 2013 - 06:21 PM, said:

View PostD, on 11 February 2013 - 06:06 PM, said:

@Khell - The Jump Drive gives you one move per activation that can be from any hex to any adjacent hex, even if there is only half a wormhole or NO WORMHOLE AT ALL.

When you do a move action, you get 2 arrows (activations) and you put each arrow to a single ship (or both to the same ship). Each ship that gets activated can make as many "hops" (a move from one hex to an adjacent hex) as it has hexagon symbols on its blueprints. So, ie, CF's interceptors have 4 hexagon symbols, each time one gets activated it can make 4 hops. A ship with two fusion drives would also have 4 hexagon symbols and could make 2 hops.

A ship that has a fusion drive and a jump drive in its blueprints has two hexagon symbols from the fusion drive and another from the jump drive, so it can make 3 hops per activation. Two of those hops have to be through a wormhole (or through a half-wormhole if you have wormhole generators) but the third hop does not have to be through a wormhole. (The 3 hops can be in any order).

Alternatively, the jump drive can be the only drive on a ship, in which case that ship would get 1 hop from its current hex to any adjacent hex per activation.

Make sense?



After a little brain-work on my part, yes, thank you very much! :p

So, very useful if I was of the aggressive-minded, pro-active sort. Which I'm currently not. But everybody was getting so excited about it it would seem a mistake to just throw it away. I would imagine it would be best to either put it on the interceptors, build a huge fleet of them and have them all jump around, or place it on the dreadnaughts for some scary ships jumping your way (plus at the moment I can't see me putting the jump drive on the interceptors anywhere but over the nuclear drive, so still just one hop, whereas I could increase hops on the dreadnaught at the expense of a hull).

Hmmm, anyone care to give some objective, unbiased advice?



Take them as VP. You have wormhole generators already and if you look at the simple map you can see just about everywhere is connected by at least a half wormhole.
I don't know what I'm doing but it sounds good.
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#1460 User is offline   D'rek 

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Posted 11 February 2013 - 06:28 PM

View PostKhellendros, on 11 February 2013 - 06:21 PM, said:

View PostD, on 11 February 2013 - 06:06 PM, said:

@Khell - The Jump Drive gives you one move per activation that can be from any hex to any adjacent hex, even if there is only half a wormhole or NO WORMHOLE AT ALL.

When you do a move action, you get 2 arrows (activations) and you put each arrow to a single ship (or both to the same ship). Each ship that gets activated can make as many "hops" (a move from one hex to an adjacent hex) as it has hexagon symbols on its blueprints. So, ie, CF's interceptors have 4 hexagon symbols, each time one gets activated it can make 4 hops. A ship with two fusion drives would also have 4 hexagon symbols and could make 2 hops.

A ship that has a fusion drive and a jump drive in its blueprints has two hexagon symbols from the fusion drive and another from the jump drive, so it can make 3 hops per activation. Two of those hops have to be through a wormhole (or through a half-wormhole if you have wormhole generators) but the third hop does not have to be through a wormhole. (The 3 hops can be in any order).

Alternatively, the jump drive can be the only drive on a ship, in which case that ship would get 1 hop from its current hex to any adjacent hex per activation.

Make sense?



After a little brain-work on my part, yes, thank you very much! :p

So, very useful if I was of the aggressive-minded, pro-active sort. Which I'm currently not. But everybody was getting so excited about it it would seem a mistake to just throw it away. I would imagine it would be best to either put it on the interceptors, build a huge fleet of them and have them all jump around, or place it on the dreadnaughts for some scary ships jumping your way (plus at the moment I can't see me putting the jump drive on the interceptors anywhere but over the nuclear drive, so still just one hop, whereas I could increase hops on the dreadnaught at the expense of a hull).

Hmmm, anyone care to give some objective, unbiased advice?


No such thing as unbiased advice in this game, but here goes:

Honestly, for you, it doesnt help that much, because you already have wormhole generators. There are some not-even-half-a-wormhole borders between hexes near you, but not a ton - you can go around almost any of them through half-wormholes.

Adding another hop to a ship at the expense of 2 power and a ship part slot is not a good deal. You could research fusion drives for 3 science instead, and then it would consume less energy, take only one ship part slot and give you more initiative.

The Jump Drive is only really useful to you if you think you'll really need to move ships directly from Alpha Centauri to Chi Draconis, from Alpha Centauri to Aldebaran or from Zeta Draconis to Mu Arae and won't want to just go around through the half-wormholes. If you don't think that'll happen, the 2VP is better.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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