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Re: The best weapons for a close combat ship?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I'm just wondering why you have a single organic armor piece. You get no organic regen unless you lose a segment and still have others remaining.
You could put in a B/LS/CQ combo instead, thus rendering your ship invulnerable to computer virus attacks. Psy races would still be able to capture your ship after destroying the MC, but others would not be able to disable your ship with a single shot.<HR></BLOCKQUOTE> The organic armour is just there to fill up space really. I had 30kt of space to fill up, so it went to the armour plate. What's B/LS/CQ? |
Re: The best weapons for a close combat ship?
Bridge/Life Support/Crew Quarters. B/LS/CQ.
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Re: The best weapons for a close combat ship?
oic. I ruled that out because it takes too much space on a DN and it is even more vulnerable to allegiance subverters (my favorite weapon) than the MC to virus. I was wondering, if you have a MC and a bridge (or reserve bridge) without any life support or crew quarters, and your MC gets taken out, will you ship still move at full speed in that combat round? what about on the star map?
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Re: The best weapons for a close combat ship?
Just figured out that if I put a single bridge, a crew quarter and a life support on a ship it will continue to operate normally in combat even if the MC is taken out, and this is true for a ship of any size. Don't know about moving on the star map though, since this is just a skeleton crew.
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Re: The best weapons for a close combat ship?
The rules are:
1) you can't design a ship unless it has the requested number of LS/CQ, or a MC 2) ships lose movement if they have ZERO lifesupports or crewquarters remaining. 3)ships lose movement if they have no intact bridge or aux con. 4)any ship with an intact MC is exempt from rules 2 & 3. One each of B/LS/CQ is enough to fly the ship normally, but you can't save that design unless you have an MC (or are designing a ship < 450KT in size). |
Re: The best weapons for a close combat ship?
Formations I like to use (from the default formations )
are for the combined assalt fleet Butterfly or bull. For Planet assalt fleets I like to use the Dome formation. less than 10 ships then arrow. Escorting damaged ships or fleets on escort duty ( say around a planet killer, warp creator etc... ) Diamond. The order of the ships in the fleet is very very important. Just like the weapons placement. ( I could be wrong on that but ) I am assuming that from the formations text file. I have also created a few other formations for my combined fleets which I will be keeping to my self since the pbem players read these forums as well. |
Re: The best weapons for a close combat ship?
None of my Posts are showing up unless I do a second post
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Re: The best weapons for a close combat ship?
losing Posts. If this shows up later with the other two Posts. Sorry about the multi Posts
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Re: The best weapons for a close combat ship?
all fixed up now. Browser was not set to auto refresh
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Re: The best weapons for a close combat ship?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> The organic armour is just there to fill up space really. I had 30kt of space to fill up, so it went to the armour plate. <HR></BLOCKQUOTE>
May I suggest a PDC and armorIII instead. (Just my 2 cents). [Edit] Hey! Sergeant Spoo. I like the sound of that! [/Edit] ------------------ Assume you have a 1kg squirrel E=mc^2 E=1kg(3x10^8m/s)^2=9x10^16J which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb. Fear the squirrel. [This message has been edited by Spoo (edited 15 August 2001).] |
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