Re: Galaxy From: bruneau@griffin.emba.uvm.edu (Mark L Bruneau) Date: Thu, 04 Mar 1993 07:50:51 +0000 David desJardins writes: >I have attacked players who have half my tech levels and half my >industry. It will take me several turns at least to build up forces >and wipe out their defenses a few planets at a time. Meanwhile I >expect that I might myself lose a planet or two a turn---out of 60. Hah, I'm hoping it takes a little longer than that even... >John Sloan <js138@cus.cam.ac.uk> writes: > He is left with either moving a defense fleet to one of the planets > he thinks I will attack (and that fleet costs the same to build as my > attack fleet) with a 20% or so chance of being right. You could also try using the Intercept command. Galaxy 3.3 still supports this. "I group-no planet-name [number-of-ships]" Please keep up the discussion of Galaxy improvement, though I must add my vote against recent ideas. 1) Restricting movement: Bad idea. Galaxy Solar is 210x210. At 20 LY, crossing corner to corner would take 15 turns. 2) It really isn't harder to defend, it just depends on the priorities that you set for yourself. It's always better to attack than defend though...lose a fleet, or lose a fleet and a planet. 3) Occupying/Salvage of Planets: Really tempting, but I've always thought of Galaxy as a macro-management game, rather than micro-management. Too much detail, and it becomes too much work. It's work enough when you get upwards of 40 planets. I don't know how David desJardins can keep up with 60. I would still like to see some kind of fleet command implemented. In one game I have nearly 200 groups...it takes a while to figure out what's where and send it. Ah, yes, the perfect situation for a Galaxy utility. Yes, and I wrote one, but a fleet command would still be a lot easier. One fleet is much neater than 10 groups. Mark L. Bruneau brunea@emba.uvm.edu ------------------------------------------- Speaking my own mind, and nobody else's Referenced By Up