Author
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Topic: Best (your own, not computer) Design
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Sethito |
posted 06-25-99 04:12 PM ET
What is everyones favorite design that you make?My favorite is a foil probe. You don't have to build a transport and a probe, you have them both. Ends up using less minerals then both of them, and you only have to use one base.
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yalpkilk
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posted 06-26-99 01:57 PM ET
Armored Drop Formers (great for planting xenofungus in enemy territory) Drop Colony Pod ( better than flying colony pod because it won't run out of fuel) |
eNo
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posted 06-26-99 11:26 PM ET
War doesn't play much of a role in my games so my favourite unit is the Former.Gravship Chassis Former "Weapon" Clean Reactor Super-Former I've got about 215 of these things running around in my current game. I slowed production to one a turn because my city building couldn't keep up. |
laurens
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posted 06-27-99 01:20 AM ET
Empath, X Copter
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Plato90s
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posted 06-27-99 12:00 PM ET
Drop-Trained Scout infantry.Once you have orbital insertion capability, you can build these cheap little Drop-Trained infantry units in your home base, insert them anywhere on the globe, and use the workshop to upgrade them all to GravBlink Singularity Assault Squads in a single turn. |
Igor
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posted 06-27-99 02:43 PM ET
Trained Scout 1-1-1  |
Beta1
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posted 06-28-99 12:59 PM ET
I'll avoid starting the armoured probe argument again so......Fungicidal superformers (possibly even with speeder chassis) Big Clean AAA Battleships - don't really build many but they look great. Elite drop hovertanks with the Psi attack bonus. Used with the SPs for +50% psi attack/defence those end of game worms dont know what hit them! |
Beta1
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posted 06-28-99 01:01 PM ET
Wouldn't drop battleships be fun though!!Very silly, but fun! Beta1 gets washed away by the wave caused by dropping a 100,000ton singularity battlecruiser into a nearby lake |
sandworm
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posted 06-28-99 01:44 PM ET
Scouts w/ Psi armor are pretty cheap, very good garrison w/ command center, cyborg factory, and/or +50% psi defense project.Psi armor usually comes to late to matter, though. |
googlie
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posted 06-28-99 07:24 PM ET
sea crawlers. The AI largely ignores them, so send them all over planet to any unused mineral, energy or nutrient tile (better still if you mine, harness or kelp them first) |
xenophobe
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posted 07-01-99 04:19 PM ET
Police Scouts.Early in the game they're a darn sight cheaper than Rec. Commons. |
Zoetrope
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posted 07-06-99 07:27 AM ET
Drop Colony Pods have two drawbacks: (1) range of only 8 squares; (2) must wait a turn to build a base.Whereas Needlejet Colony Pods: (1) have a range of at least 12 squares per turn (24 in two turns), and can plant a base immediately. A series of NCPs planting bases can island hop rapidly across the largest ocean map, when DCPs cannot reach even 34% of the way to the first island. Also, NCPs can plant colonies close to enemy bases with aerospace centres, which DCPs cannot and dare not (because of the one turn wait of civilian drop units). Jet transports also have the range and aerospace bypass advantage over drop units, so despite the air transport's single unit capacity it does have its uses. I also employ jet transports to carry artefacts from an island to my mainland.
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Series II
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posted 07-06-99 08:42 AM ET
JET TRANSPORTS!I am having a heck of a time trying to ferry my alien artifacts from islands with transports. I did not know yo9u can have a jet transport. That will make live easier. |
Beta1
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posted 07-06-99 10:33 AM ET
Air transports arn't worth the cost. They have very small payloads and VERY short range. Much less than the non-transport airunits they are based on. Now when v4 comes out and drop transports work properly..... |