or you could have a portion of your fleet open jump portals hoping to get the entire enemy fleet to respond. one could abort (no energy recovered) at any time during the opening of the portal (you could use this to decoy the enemy fleet into jumping to where your exit portals were forming, then cancel your jump, and proceed to attack another target closer by, and know that the enemy fleet can't jump to you - even better if they didn't cancel their jumps too, and you got them to jump even farther away. jump capable ships had an energy bar, and could only open a jump portal with a full charge, then the jump portal would appear in front of the ship and the target location, and grow larger and larger, until it reaches full size, and the ship is sucked through. jumping a ship cost almost as much as building a new one (ie, frigate jup cost: 300-500 depending on distance IIRC, assault frigate cost: 575). I really didn't like the resource cost of a hyperspace jump on the HW games. right into your mothership surrounded by a minefield and your capital fleet. Then jumble up your capital ships, and send your decoy wall plodding towards the enemy, and you might just convince them that you've left your mothership ungaurded/don't have the resources for a hyperspace jump, and get them to commit their forces to an attack via a hyperspace jump. It still couldn't differentiate between a wall formation composed of destroyers and ion frigates ("Capital ships" by that games standards), or a wall formation of a bunch of scouts keeping pace with a ship that travelled at ~300 m/s (a defender fighter could be used to set the approximate speed). Of course, you could also use this against them if you find that they have a sensor array. Then you could build a sensor array, even if you lost your mothership, which gave you basically "perfect" resolution of 1 dot per ship -> still nothing about ship type (except for, if I remember correctly, Carriers, Heavy Cruisers, and Motherships, which showed up as 3d models, not red dots). a fast moving dot or cluster of dots was likely strike craft, a slow moving one was likely capital ships. The speed could give away the type of ship. ![]() big file editing, you could alter the "resolution" of these long range sensors). ![]() The resolution was quite bad, and you couldn't tell if that single red dot was 1 ship or 10 ships.Īt some point, it may show up as two dots or a cluster of dots. you could always see the enemy on long range sensors provided they were not cloaked, or did not have a special property assigned to them on a custom map. ![]() In the original, such a thing would never happen.
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