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Old November 29, 2001, 12:39   #1
Yxklyx
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Foils vs Cruisers
So do Cruisers have any other advantage over Foils other than speed? Is it cheaper to put weapons and armor on them?
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Old November 29, 2001, 13:02   #2
yavoon
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cruiser xports carry 2x as many guys. can't think of nething else offhand. were u expecting more differences? I personally luv the extra movement.
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Old November 29, 2001, 21:10   #3
Fitz
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The cost difference between the two becomes negligible as you move up reactors (from fusion on), so generally it's worth just using cruisers once you get fusion. My personal exception is crawlers and formers. I never switch the chassis on sea crawlers/formers until the cost is identical. I also give them the best armor possible for the same price. IIRC a fusion sea former on a foil can take silksteel for the same cost as synthmetal on a cruiser. So I generally don't switch until quantum/singularity.
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Old November 30, 2001, 04:29   #4
Basilisk
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Ok... completely off topic but I really have to ask.... what does IIRC mean????
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Old November 30, 2001, 06:12   #5
aaglo
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IIRC = if I recall correctly
__________________
I'm not a complete idiot: some parts are still missing.
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Old November 30, 2001, 19:05   #6
Basilisk
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Ahhh... thanks. I tried to make up my own but they don't make sense
IIRC = India is Really Cool... didn't really fit in the context. Thanks guys!
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Old December 4, 2001, 12:13   #7
bobyk464
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The speed advantage of cruisers can make a tremendous difference in most situations.

For campaign transports, the cruiser chassis is the way to go. That extra speed is a teriffic way to land a surprise marine assault from a good distance from shore. And certainly you want your escorts on cruiser chassis to keep up with the transports.

And where combat units are concerned, consider the key word "disengage." On the ocean, you get no defensive bonuses such as perimeter defenses, tachyon fields, or the inherent bonus of simply being in a base. It just weapon vs. armor. That means that attacks are likely to succeed. Disengaging becomes a strong lever to use to your advantage.

When you're pressing into enemy waters, you want groups consisting of multiple cruisers. I've found that three to four works pretty well. If one is attacked, it might be able to disengage. The survivors in the group can then counter-strike.

If you're guarding your home coast, you don't want the enemy disengaging from your attacks and slipping away due to your limited mobility, so use cruisers as patrols there, too.

Sometimes, however, I'll leave foils in coastal or sea bases, and never take them out of those bases, even if that means foregoing pursuit of a disengaged, damaged enemy vessel. Sometimes this is more cost-effective than outfitting full combat cruisers and putting them on patrol duty; I'll settle for distrupting enemy plans with damage, and not necessarily destruction.

Offensive seagoing probes are always on the cruiser chassis once you know the technology. Their best means of survival is to out-run anything that spots them, since they're pretty helpless in battle. And like the transport, the ability to sweep in from a distance is quite good.

For early mid-game supremacy, the Maritime Control Center and cruisers are the way to go. Once choppers arrive, air power becomes dominant, and combat ships take a back seat.

I agree with Fitz and generally keep sea crawlers and sea formers on a foil chassis. They don't need the extra speed, and they can't disengage when attacked anyway. Keeps the design workshop uncluttered by having only the one chassis for these types.
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