Takareer
Words and feathers
- Location
- Ontario, Canada
Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
It is a medical product. We expect to be treating a lot of people for injuries shortly.Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
Figuring out how to make something often gives insights on how to counter, as well as new wrinkles they might come up with. In addition it is a service project which is probably the least critical need out of all dice categories. Not to mention the possible positive uses from it- NOD is likely to focus on terror uses of a product while we can wring a different set out. Much like how our version of NOD refining is somewhat different from what they use.Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
Yeah, but @Void Stalker predicted they would have exactly the effect we observe being formalized this turn, and I argued with him.This about the railroads?
I didn't see them as too big of a deal. The other logistics project was much better.
Now that we are building more fortress towns they make perfect narrative sense. Need to connect them into the network. But doing them before? Nah. I would have done the same thing we did.
I doubt this is the last Tiberium War. Kane hasn't shown himself yet, whereas he always has before (except the First, I think). Even if it is, there is always a risk of the Scrin returning with that full invasion force.So, no, we won't be able to push this out in time for it to matter in this war. But the next war? Yes.
they be expensive and we want tonk. Though my plan healing hands does try to get one out this turn.Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
Ground Forces are currently happy with their current position, and the factories consume valuable Capital Goods and Energy which, at this time, are better off being used to improve the other branches.One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
why did the thread avoid investing in some zone armor factories for regular ground forces?
It should be noted that you make a lot of sacrifices here to progress on Enterprise, when we have high hopes of being able to finish that phase of the station next turn.Because there are some concerns that a 90% chance of getting the fortresses up is unacceptable, I will be putting up this variant with the other plan when voting opens. Please feel free to make suggestions though I would like to keep both plans reasonably similar.
What this does is swaps one of the dice on rail lines out for an extra die on fortress towns.
Something I am also very tempted to do is drop one die in the original plan from YZ harvesting leaving at a 90% chance to complete in exchange for gaining a phase of GZ intensification.
Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[ ] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
Because each one is a moderately expensive project, and (importantly) each factory costs -1 Capital Goods. Since we didn't have a big pile of Capital Goods to spare after the demands of the war factory refits were factored in, we didn't feel we had enough left over to build those factories.Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
We decided to go for the Karachi Rush strategy where we spent our Capital Goods on War Factory Refits and consumables production instead of Zone Armor. This seems to be working out reasonably well for us, as it means we're in a position to go Six Day War on Nod's mangy hide right about now. Power armor is nice, but getting to suckerpunch Nod and steal their FOBs and lunch money is better. Also, we had T-glass bump Reykjavik and it's discount on Zone Armor down on the queue.Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
I do make sacrifices but I'm aiming to get some progress out to reduce later expenditure while also hitting out to the support sats. I'm of the opinion that both are important to get out and would like to help along Ent while also getting through other goals.It should be noted that you make a lot of sacrifices here to progress on Enterprise, when we have high hopes of being able to finish that phase of the station next turn.
My main concern here is that you're not putting anything into fusion, which means that if we want more Energy next turn, we have to either go tiberium power, or we have to throw about five Heavy Industry dice to be sure-[] Nuuk Heavy Robotics Foundry (Phase 1&2) 0/480 7 dice 140R 88% for phase 2
-[] Emergency Electronic Resources Reallocation (New) 1 die auto
I really think we should be emphasizing the freeze-drying plants, for reasons I've already discussed. Extra strategic stockpiles don't help us right now because we're not so much worried about Nod forcing us to live on canned goods, as we are about suddenly having fifty million more mouths to feed in a hurry. We need production.-[] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 2 dice 20R 72%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
No frigates, I see.Military 8/8+4 free 240R +26
-[] Advanced Laser System Development 0/60 1 die 30R 87%
-[] Advanced ECCM Development (New) 0/40 1 die 20R 100%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 62%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
I also have freeze drying plants along with both laser and plasma projects.I'd still prefer a plan with Liquid Tiberium power, but this is the only plan with freeze drying plants, and still has all the lasers and plasma I wanted. Going with this.
Q2 for me, along with Mastadon. As it is getting the anti stealth techs out has to be very high priority since that is NODs biggest strength