This is the fifth in a series of anonymous reports analyzing the strengths and weaknesses of the Eleven Races. These redacted versions were approved by the Senate for immediate publication, to be read by commanders of each respective race in order that they can review their own vulnerabilities in the face of the unknown external threat that commissioned the studies. In this dispatch we focus on that faction known as the Cyborg: its strengths, its weaknesses, and how best to defeat it in battle.
Ease Of Command: Expert Difficulty To Defeat: Low To High Style: Aggressive
If you haven’t heard the term “Nerf Crystal” by now, you haven’t been listening.
The recent change in Standard and League games that has resulted from the removal of friendly codes and Safe Passage options from web fields has created a race without diplomatic options. Their ship list is inconducive to trading, being composed largely of overpriced minelayers and understrength warships — plus one 5-point terraformer. Now that they can’t trade their webs as currency, the Crystals have gone from one of the dominant races to something just slightly too sad to be considered a joke.
We of the Cyborg Feudality are justly renowned for our unmatched Cube ships. The Biocide is as deadly a carrier as any in the game; the Annihilation is the meanest battleship ever built. Both are massive engines of pure destruction. Each is designed to dominate in combat; each is the perfect Continue reading →
There are many ways to play a game. This is one of the fundamental truths (not least here at .Nu), and it’s the root and cause of many arguments, clashes, and streams of vituperation both in-game and in the Forum.
The main trouble, of course, is that there are many valid ways to play a game. One of the basic assumptions we make is that anyone voluntarily playing a game that can take two Continue reading →