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- Path: sparky!uunet!dtix!mimsy!leonard
- From: leonard@mimsy.umd.edu (Leonard Dickens)
- Newsgroups: rec.games.netrek
- Subject: Re: Traitors
- Message-ID: <63144@mimsy.umd.edu>
- Date: 4 Jan 93 00:10:41 GMT
- References: <C094H8.8Cu.1@cs.cmu.edu>
- Organization: Deep Thirteen, Gizmonics Institute
- Lines: 33
-
- Bert Enderton writes:
- >When you've got the enemy team down to an LPS (or near to
- >that) involving their home or core world(s),
- >During phase two, killing any enemy
- >and enabling him to reappear nearer the target planet is a big mistake.
- >Doing so consistently is treachery. Understand?
-
- >Starbases are almost always traitors in these situations. A starbase
- >with two escorts trying to keep it alive, that constitutes three
- >traitors. (On the other hand a SB can be very useful in phase one).
-
- SBs can also be useful in phase two; the problem is that they often
- attract clueless defenders who will kill nearby wounded or fuelless
- enemies. (And few ships can avoid one of these two states near a
- base.) Nonetheless, if the SB does not have syncophantic escorts, it
- can be quite useful for the taker to move by the base on the way to
- planet; this is often the best way to approach the front cloaked if
- you are trying to sneak. Plus, enemy oggers (who tend to be an LPSs
- best players), will often brave the base's fire trying to ogg, in
- which case it is sometimes possible for the base to trap the player,
- det his fuel, phaser him to warp 2 and then hold him with tractors
- from suiciding on local planets while the taker makes his move.
-
- It is also sometimes possible to trap scouts in the same fashion, even
- in INL games.
-
- Trapping a talented enemy and holding him useless and out of the fray
- is, I think, one of the most satisfying potentials of base play. It
- does not happen very often, but when it does... tremendous fun. I
- once held MUCUS PIG for nigh on a minute before some clueless scum on
- my team killed him.
-
- -Wreck
-