On Jul 28, 9:21 am, Shard <hague.... DeleteThis @gmail.com> wrote:
> On Jul 28, 12:24 pm, Joyride <Blue_rainc... DeleteThis @gmx.de> wrote:
>
> > The Stormer:
> > Option B seems too strong. A deth spec with scanners for guiding is
> > annoying. Missing the scan is the weak stormer point at start (same
> > goes for Lizards, they should have to build an Eros).
> > Option C is interesting. The give away cargo for colonisation but
> > become more aggresive (here I would add the nefarious).
> > Option A is okay, but unspectecular.
> > I really would like to hear a stormer player comment on this topic.
>
> I commented on Drewhead earlier - although I'd *really* like to start
> the game with a Nefarious (evil grin), I think it's pretty likely to
> be unbalancing. About the only thing that keeps Stormers in check is
> having to wait until hull tech 7 before starting to pop worms. If you
> give me a starting Vickie and a starting Nefarious and I find some
> worms nearby I'll start thinking about super weapons - tech 2 for a
> Nemesis Torpedo launcher or even the WCM at tech 3... Hull tech 5 is
> not *that* far away and I'll be towing my super weapon armed Vickie
> around with cloaked Thorn (using two starting engines) at Warp 120.
> If I go for WCM then the Vickie can carry the starting fighters too!
If the Nebula seem too strong, it can have Heavy laser, the most
important change for them is the Terra, and speed increase.
Sound really funny, since so many race have decent weapon & hull, and
that the fed has a somewhat weak economy, but good ship list.
I'm a Klingon player.
Lord Lancelot