Changed the name of the discussion, the old one was kinda outdated :)
>>On 7 Sep 2007 19:22:23 +0000, "Angus Manwaring" wrote:
>>> Well, in Carrier Command, there is a time for action and a time for
>>> planning - and about the only criticism levelled at the game
>>> was the length of time taken to travel between islands, which
>>> sometimes was a few minutes. I thought this was a great time to sort
>>> out my strategy and logistics issues - and if you need more time there
>>> is always a pause button. Those poor guys at Realtime must think they
>>> can't win whatver they do. :)
>
>>I guess I should revisit the game (CC) sometime soon - must be
>>something I have missed :)
>
>Well.... maybe. I don't know if you've read my review, but that
>ought to give you some idea. Maybe its just not your thing, but to
>me while Gravity and Carrier Command have some similarities
>in concept, Carrier Command is IMO a model of accessibility and
>Gravity.... isn't. :)
Hmmm... :)
>>> Make an exception for me. :)
>
>>If I let them in visual range it usually means I am toasted in seconds -
>>little time to admire the enemy ****ps :)
>
>Only by understanding your enemy can you defeat him, Luke.
>You _must_ confront your destiny. :)
Yeah, yeah... :)
>Have you come across the big Control/Engineering Platforms?
>They come in 4 stages of completeness and look a bit like the
>Death Star. I trashed a C/EP 4 earlier that I found in the Outie
>Home system, it was just slowly orbitting the primary singularity.
>It didn't even return fire, but initially there were a lot of other
>****ps there.
If they look like oil rigs floating in space, then the answer is yes.
I ran into one of these on one colonise mission - it just appeared
to the system from the black hole.
>>> What do you think, worth investigating, General Heinriks? ;)
>
>>Maybe...I wonder it it is possible to use the flag****p feature to your
>>advantage - in the beginning, send the nine scouts to the "free"
>>missions then close the wormhole - and then transfer the flag to one
>>of the ****ps that have already left the base system. Your home
>>system would be unpenetrable while you have nine scouts under
>>your command. How does this sound to you?
>
>Why not pilot them out yourself one at a time and just leave one
>****p in there, and not lose any missions?
Good idea!
How do you turn the black hole into star btw? I tried this with REDs
but was unsuccessful - do I need to program them some special
way?
>>Found another not-so-nice game feature yesterday btw. If you have
>>lost the drones in firefight and then get destroyed the new scout
>>where the flag is transferred has no drones either. It seems the
>>inventories of the scouts are all using the same database so the
>>equipment you use with one scout is removed from other scouts
>>too...
>
>I tried to make that happen here Seppo, but it didn't. The next
>****p still had its Drones intact.
Maybe I was unlucky then, and was transferred into a scout which
had depleted its drones then.
I have now pretty much given up fighting the outies myself and
try to defeat them with my strategic skills instead. So now I am
not flying the missions myself, I just command the scouts. This
worked pretty well in the beginning - I managed to get hold of
almost 20 percent of the system before my homeworld was
apparently attacked and it was game over again.
So now I am thinking the best way to refine this strategy. I
wonder if it would be possible to find the outie home base
with the free missions? Instead of trying to colonise the
system just sent out the scouts to find the main target then
obliterate it.
Bye,
Seppo


|