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Posted: Wed Feb 13, 2008 1:51 am Post subject: Adamant Openings
I read some of these threads and found a little info, but am still fuzzy on the overall picture. As I see it, there are 15 options for play: 5 race types (org,ener,phys,etc) and 3 types (pirate, nomad, normal).
Do certain races go with the types better than others? For instance, would physical go better with nomad as they have the largest ships and nomads can have 1% maintenance?
Adamant also feels a little slower to get going as far as development, so what are the common openings for building/research. It feels like pirates and nomads cannot exist without putting everything into mining satellites during the opening.
And finally, how do the play styles of the 3 types differ? Must pirates rush out to cloak scouts in alternate systems and put swashbucklers on the waypoints to be viable?
Any general information on how you like to play would be appreciated I'm just a noob trying to find my niche.
As you can might guess, I don't play Magii very much.
The Nomad-based combos, at least, are primarily based around roleplay reasons.
The game really favours Energy races early on, however. Their half-shield/half-structure mechanic means that they don't start taking structure hurt UNTIL you deplete that layer of shielding - whereas in the meantime it's hitting you constantly for full damage and wearing away through your leaky armour. The only downside is that they need to keep up with shielding tech just as much as anyone else and will need to lead that race in order to avoid losing out when people start going for phased weapons. They also need to be on the lookout for plasma missiles, which will be one of the best weapons (quad damage to shields anyone?) against them. Unofficial Adamant 0.16.xx Bug Hunter Back to top
I'm enjoying the normal physical and nomad mechanical, but my pirate organic race is not fun.
When you play the different styles, what are the first techs you feel are essential? I'm still chasing bigger hulls and better research as in stock.
Often hulls, engines and weaponry. Long-range missile ships are quite powerful early on as they have a nice first-strike capability with higher tech levels and PD will force your enemies to use less armour or less weaponry in order to defend themselves. I'm also a big fan of X-Ray Lasers and think they're one of the best early Conventional/Mechanical weapons besides missiles.
After that, other choice areas for me are armour, shielding and point defensive techs. I generally wait until my empire has gained a decent foothold and set up more research labs before trying to boost production outputs. Unofficial Adamant 0.16.xx Bug Hunter Back to top
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