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| | |-+  Most annoying feature/bug/rule in Starweb
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Author Topic: Most annoying feature/bug/rule in Starweb  (Read 115 times)
Snotnose
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Most annoying feature/bug/rule in Starweb
« on: July 09, 2017, 10:02:32 AM »

I'm thinking multi anonymous starweb here.  For me, it the "you can only have 2 gift orders in a turn".  I'm in an endgame and all my keys in enemy territory turn out to be my merchant.  My Pirate is 4 turns away.  In my defense, I honestly thought his home territory would be where my pirates are, how would I know my merchant fleets doubling as probes would find his core?

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Lin Goldstein
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Re: Most annoying feature/bug/rule in Starweb
« Reply #1 on: July 09, 2017, 08:54:16 PM »

Part of the game is dealing with the rules.     Managing keys for each character is part of multi-SW.  There is another way to get keys to a character, sending keys to a world, including at least one of the recipient, and transferring all ships to the recipient's key(s).    That you would have a surplus of merchant keys in the end-game is probably poor strategy, too.    So is having 0 rather than even 1 or 2 pirate keys in a theatre.

I'm glad there's that feature, if it's causing you problems.

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Snotnose
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Re: Most annoying feature/bug/rule in Starweb
« Reply #2 on: July 16, 2017, 04:45:14 AM »

The reason my merchant keys are in his core territory is because I don't need them to haul anymore, I figure we're in the end game and all my HWs have 200+ metal sitting on them.  It would have taken 2-3 turns to turn them all into pirate keys.

And did I mention I badly misjudged where I thought his core area would be?
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