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Unread 12 Jun 2008, 09:21   #31
Ultimate Newbie
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Location: Perth, Western Australia
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Re: ETD: just a bad cold or terminal cancer ?

Quote:
Originally Posted by Gate
Has anyone found a way to make subversion work with little coding work?

Previously it had low init, low dmg. Low dmg combined with the way subversion works means that it is piss poor at defence; kind of like EMP, only much worse. Also, there's the whole attack-with-subversion-defend-with-killships thing which was blatantly overpowered (or def with sub, attack with kill). In its previous form, subversion was broken. Does anyone have an idea that might make it work?
Well, tbh i think the major failing was that subverted ships were indestructible. Remove that and sure, you might cause mayhem in either attack or defence, but you'll still loose the ships at the end of the day. That makes it less profitable to attack with green fleets.

Imo, it would be easier to sort it in an environment with different armours for Conventional, EMP and Steal - Subversion would be an EMP weapon that fires on Steal armour, for example. You can lower the firepower, but have the initiative more mixed - they all fire after normal EMP, with different races being able to fire before it (especially Xan - high firepower ships easily subverted is a bad idea).

Also, have the race (eg, etd) backed up with moderate kill ships that are primarily suited to defence, and it should be OK.
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