Nevertheless, if your host still persist in using older versions, there are still many things that can brighten up your miserable live. Read about the OK-system on this page for host versions v3.22.008 and older, or check out my special offer for host versions v3.22.009 and v3.22.010.
2. Build lots of ships
Use ALL your starbases to build ships BEFORE the 500 ship limit has been
reached.
Your main starbases will build decent (large) ships with high tech engines
and beams/torps.
However on all your other starbases you should be building crap ships:
ships you can Colonise/Recycle when you need the PBPs. You don't have to spend
money on beams, torps and high tech engines: a Small Deep Space Freighter
with tech 1 engines will give you 1 PBP, same as for example a Super Star
Frigate with tech 5 engines. (Every recycled/colonised ship will give you 1
PBP - no more, no less.)
You even gain resources recycling SDSFs with tech 1 engines! See article
"Reverse Alchemy" by Sirius in the fifth issue of the Planeteer!
3. Use the Queue
Try to build decent (== useful) ships on all your starbases after the ship
limit had been hit.
When in a battle for example 10 ships with a total hull mass of 2600 kT are
destroyed by a player, this player might get about 26 PBP's. When these
PBP's are used to build two large battleships - Nova's for example are 13
PBPs each - there are eight ship slots free for all those patient players
with lots of starbases and lots of ships in the queue! You'll be very happy
to build three free Gorbies in one turn without using PBP's!
As a general rule: you will be able to build half the number of ships you destroyed in battle. The other half are for free ships in the queue....Use that other half to the max by putting lots of ships in the queue!
Since host v3.22.011 every starbase will get to build a ship at some time. This ship is free, i.e. you won't use PBPs for it. So you might as well build Small Deep Space Freighters with tech 1 engines: you'll get the ship for free, and you will get 1 PBP when you recycle the ship. You could consider it as 'buying' PBPs - after the ship limit you've got enough minerals and MCs, but PBPs are rather scarce...
4. Recycle old ships at the right moment
Recycle your old starships only then when YOU are the one to fill an empty
slot using your PBP's! Otherwise it's just like giving away shipslots.You
will have to work (==fight) for them to get the slots back.
All the same of course for crappy ships: colonise them with caution. Anyway
there will be ship slots lost for you: you've build those crappy ships to
be colonised/recycled by dozens, right?
There is a distict difference between Recycling and Colonising with respect to
Prioriy Points. When you're recycling ships you will get your points
before the first build phase. This allows you to manipulate the queue:
you can actually build up your PBP score to be sure you will build a ship in
the first building phase. (Use the PB FCs.)
Colonising happens after Movement, and you will get your priority points after
Movement. As those points will be used in phase 2 after Combat, it
doesn't let you guide your ship building as recycling does. Combat happens to
yield a lot of priority points and ship slots.
5. Supply your low ID Starbases better
For host v3.22.006 and older: As I still think that your low ID starbases get
to build more ships than
your high ID ones (6), your main
starbases with low ID's should have more resources: minerals and MC. More
freighters, more supplylines etc.
Why? Because you might get to build two or more tech 10 battleships in two
or more succeeding turns on that low ID starbase, that's why! When you've
got the resources ready waiting on the planet, you'll be able to put the
next in the queue almost immediately.
Don't forget a better defence: your enemy might know this too...
When you've got a low ID HomeWorld (let's say with an ID between 1 and 150)
you could consider yourself lucky. When you're not that lucky, start
looking for a planet that's almost as good. (Temperature, Natives, Minerals
etc.) At the moment you've got that starbase, don't start building
starbases on planets with even lower ID's - and if you do, use them for
defending that planet and not for building lots of ships. Unless those
starbases have lots of resources.... you get the picture?
6. Use cloakers for gathering PBPs
Use your cloakers to destroy/capture small enemy vessels. This way you can
gather PBP's bit by bit. Take out the easy preys: the freighters, the
no-tube and the one-tube ships. Pick the ships that are defending your
enemies starbases. The moneymakers (Lady Royale). The fighterbuilders
(Gemini, Q-Tanker, Sagittarius). Find and destroy his crap ships. Or
capture them and colonise them on your own planets (=captured enemy
planets).
Use cloakers with a couple of high tech tubes and beams to destroy enemy
Merlins and Refinery Ships: those are 10 and 8 point ships, and darned
usefull to your enemy! And to you in a different way.....
You will force your enemy to use his ship slots for replacements for his
destroyed ships, preventing him from building large ships. You will get
yourself PBP's and the empty ship slots. What more do you want?
7. Predict the Ship Limit
Be prepared to hit the 500 ship limit. KNOW WHEN it's going to happen. When
you're using Winplan with unblanked scores life will be quite easy: Winplan
will calculate the number of ships in the game. When you're using the DOS
version you will have to make a small calculation now and then.
There is a small technique that will work for host version
3.22.002 and lower: look at the ID number of the ships you've build last turn.
When the highest ID comes near 485, 490 you will hit the ship limit almost for
sure next turn.
Know how many operational starbases (== starbases capable of building ships)
there are in the game by calculating the number of ships that are build every
turn. Knowing this makes it easier to predict when the ship limit will be
reached.
When you know when the game will hit the ship limit, you can adjust your ship
building strategy. For example you might want to clone a particular ship a
couple of times - after the 500 ship limit cloning will be very hard to do.
8. Get PBPs before the Ship Limit
Another important thing: make sure you've got PBP's when the game hits the
ship limit! About 15 to 20 will do the job. This makes sure you will
continue building ships in the first turns right after the limit!
You could _wait_ for the Regular Queue to deliver you a free ship, but when
there are many starbases in the game, and you're not a majority shareholder
you'd better take some action.
When you've killed just a couple of enemy ships before the 500 ship limit
and you've gathered a mere 6 PBP's, you're in a very bad position when
compared to other players who are at 16 or 18 points. You will have to fly
to your enemy and kill a lot of ships before you can build a ship
again.
This means that your bad logistics will postpone your new ships maybe for
more than four turns. You will lose ships that won't be replaced until
you've got enough PBP's. Bad, very bad. You will have to hunt for enemy
ships for PBP's postponing your new ships for more turns. In the meantime
your enemies might build lots and lots of ships.... Nice, large ones....
Bad, very bad... for you!
So get those 20 PBP before the ship limit!
9. Keep track of the Queue
Use a spreadsheet to keep track of the starbases which have built a ship.
Write down the starbase ID, the ship ID. Make a note of the building phase
the ship has been built in. Keep track of your total PBP score, the PBP's
you've received by killing/capturing/recycling/colonising ships and the
PBP's you've used for building of ships. (My self-written util TYRANNY does this for me!)
Try to figure out which ships were built using PBP's and which ones are simply
build in the queue.
Why? This sure means a lot of work... Well, because it can give you a variety
of information:
Enemy starbases: When you keep track of the number of capital ships and freighters per race, their number of PBPs and all explosions etc. you could pinpoint enemy starbases just like that. Keep track of all ships that are destroyed that turn, compare those with the ship you just build and figure out what ship IDs are missing. Next step: try to track the enemy starbase that build that ship having the missing ID.
Enemy shiptypes:
When you keep track of the PBPs of you opponents and the number of new ships
he/she build, you'll also be able to make a good guess of what ships were
built.
Also: when you have cloakers and you see for example a low mass Nova called
"NOVA CLASS SUPER-DRE" all in capitals orbiting a Federation
starbase, you know for sure the shipqueue just passed this starbase. Take a
look of the ID of the ship and the starbase and figure out whether the Fed
player used PBP's for this ship or not and wheter this is one of his low-ID
starbases... (Off-topic: don't forget to try to calculate the
beamtype/torptype!)
Or share this kind of ship queue information with your ally. Two know a lot
more than one! Just a thought. Use it with caution - don't spoil the fun of
your former ally of discovering where your starbases really are. :-)
10. Give up
Don't play in the same game as me. Give up. Get yourself another game.
Otherwise you will lose anyway, you're just making it a little more
difficult for me to win. Read my lips: difficult, not impossible. You
really don't want to play against me, you really don't. Unless you like
losing... Perhaps then....
You really want to play against someone who could think of all this? I
don't think so, I really don't. And there is even more I won't tell you.
Give up in advance. Please, don't even try to beat me. Don't make yourself
ridiculous.
I will give you the last tip, tip#10: play in a game of a pay-to-play host.
That's all. Why? Because I won't play a pay-to-play game. Never. It will
never cross my mind, I won't even think of it, so you'll be safe from me
then! Go for safety and real player-satisfaction: get yourself a
pay-to-play host, so you will have a chance to win and you won't have to
beat me! :-) (7)
:-)
Additional
Recall the possibility for the Robots to lay 4x the number of mines in another
race's identity - the other race could scoop up 4x the number of torps the
Robots laid. You could consider this a bug by saying only the Robots
(and his ally) could benefit from this strategy. Or you can claim it's a
hidden race ability.
Anyway this possibility was general considered to be a bug and Tim fixed it a
long time ago. I can't even recall in with host version (3.14? 3.21?).
As the OK system can be used by everybody I didn't consider it to be a bug.
Tim however considered the OK system to be a loophole and fixed it in host
3.22.009. A difference of opinion - well, it wasn't really the first and I
think it won't be the last.
If you're interested in a strategy that gives you free ships from the queue,
you might try to persuade me to reveil you the secrets of this strategy. I
have to admit that long before I've put all this right here I've traded the
secrets of the OK system to a couple of very persuading people - people that
offered me something: I've traded the knowledge of the entire OK system for
some very nice pieces of information....something new, something that
beautiful it caught my eye...
Good luck - you know where to find me :-)