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Breon 2nd Lieutenant
Joined: 30 Mar 2008 Posts: 24
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Posted: Mon May 11, 2009 5:40 am Post subject: MTWG |
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Why is the MTWG not part of the alliance regarding code mode ? its kind of its own fleet controlled by COW. You lose alliance points if its destroyed but you cant use code mode around it. if you need to destroy it you can put an invalid alliance code in a fleet like we do with IT of Travellers. _________________ Capt |
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SpaceGamer Captain
Joined: 02 Nov 2008 Posts: 112 Location: USA
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Posted: Mon May 11, 2009 5:47 am Post subject: |
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I agree with this admin. As I have destroyed my alliances MTWG twice now.
Once just after it built and was still at my base and once I was headed to it in code mode and got stuck off line before changing the code.
The gate is already very vulnerable.
Thanks,
Spacegamer |
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RenéeAB 2nd Rear Admiral
Joined: 09 Dec 2007 Posts: 178 Location: Palo Alto, California
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Posted: Mon May 11, 2009 3:58 pm Post subject: |
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That is in that so your rivals can (being unable to get to it in time) distract you into forgetting to change to defesive and destroying it. Thereby leaving you with a long ride home and your rivals a few days free of your assaults
_________________ "Hello, my friends, are you visible today? I never knew it could be so strange......shouldn't talk about the weather....shouldn't talk about the government...."
REM - Pop Song 89 |
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RenéeAB 2nd Rear Admiral
Joined: 09 Dec 2007 Posts: 178 Location: Palo Alto, California
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Posted: Wed May 13, 2009 6:36 pm Post subject: |
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A little advice
A few st players have long known of the ability to enter hyperwarp with an mtwg, twn, wh or etc without stopping on it 1st. You just set course to pass over and jump for your intended destination when the coords match (watching closely of course) on dsp.
Among other things this also allows you to set your mtwg to run "across the board" passing over "integer points" at regular intervals you can merely go to an anticipated pass over point and wait for the mtwg to pass over your fleets...jumping for base at the precise moment.
A really good CoW and alliance communication is neccessary to use this strategy....
You can also use your mtwg to do a "direct hyperdrop" on a target using additional planning
Fleets in warp generally "remain" on an integer point for 10 seconds max. _________________ "Hello, my friends, are you visible today? I never knew it could be so strange......shouldn't talk about the weather....shouldn't talk about the government...."
REM - Pop Song 89 |
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SpaceGamer Captain
Joined: 02 Nov 2008 Posts: 112 Location: USA
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Posted: Thu May 14, 2009 5:00 am Post subject: |
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Renee,
Thanks for the Veteran input on movement.
Very cool I will be practicing that hopefully I won't blow up the gate again.
Thanks,
Spacegamer |
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