.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Actual use for auxilary control? (http://forum.shrapnelgames.com/showthread.php?t=7862)

Taera November 21st, 2002 03:42 AM

Actual use for auxilary control?
 
I am absolutely sure this was discussed before but i think i'll ask that again, people's opinions change... occasionaly.
Anyway. Is there any reason to put AuxilaryControl on a ship... any ship?
It costs as much as a self-destruct device.
It only adds one more target in the list of bridge, life support and crew quarters descruction of each of which will bring the halving of speed. I see absolutely no use for this component. And yes, i know about the modding use of it, but what the point of having it in your normal game?

Ragnarok November 21st, 2002 04:43 AM

Re: Actual use for auxilary control?
 
Personally I never use it. But what it's for is if the bridge gets destoryed then that is the back up and you don't lost your speed. But chances are if you lose the Bridge you're going to lose the Aux control too. So it's useless as far as I'm concerned.

Suicide Junkie November 21st, 2002 04:39 PM

Re: Actual use for auxilary control?
 
Also, in mods with leaky armor, such as the B5 mod, the Aux Con can significantly improve the combat worthiness of your ship.

Instead of one lucky shot taking out half your movement while your ship still has 90% of its hitpoints, you now have a backup.

Ed Kolis November 21st, 2002 07:11 PM

Re: Actual use for auxilary control?
 
Also something to stick in that Last 10 kT if you haven't developed Armor yet...

Gandalph November 21st, 2002 07:47 PM

Re: Actual use for auxilary control?
 
Quote:

Originally posted by Ed Kolis:
Also something to stick in that Last 10 kT if you haven't developed Armor yet...
<font size="2" face="Verdana, Helvetica, sans-serif">Sometimes, that Last 10kt can make the difference of a ship being built in 2 turns or 3. You have to be careful out there.

PvK November 21st, 2002 09:26 PM

Re: Actual use for auxilary control?
 
Quote:

Originally posted by Suicide Junkie:
Also, in mods with leaky armor, such as the B5 mod, the Aux Con can significantly improve the combat worthiness of your ship.

Instead of one lucky shot taking out half your movement while your ship still has 90% of its hitpoints, you now have a backup.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes - the same sort of consideration takes place in Proportions, with ships that have armored structure. They can take a pounding and still be mostly functional, usually, but one lucky hit can take out the bridge. With Aux Con, it would require two lucky hits. On a major expensive combat ship, Aux Con may be worthwhile.

PvK

geoschmo November 22nd, 2002 02:16 AM

Re: Actual use for auxilary control?
 
Some people like redundancy. You can have extra life support, and extra crew quarters, but you are limited to one bridge. This allows you to have an extra one in case the first one is damaged.

It may not make the most sense in a strict cost/benefit analysis of ship design. But some people don't play the game always trying to figure out the most efficent method of getting from point A to point B. It's a little extra flavor.

Geoschmo

Taera November 22nd, 2002 03:01 AM

Re: Actual use for auxilary control?
 
I see. Basicly its a backup for the MOre Expensive ships.

Kamog November 22nd, 2002 08:59 AM

Re: Actual use for auxilary control?
 
Quote:

Also, in mods with leaky armor, such as the B5 mod, the Aux Con can significantly improve the combat worthiness of your ship.
<font size="2" face="Verdana, Helvetica, sans-serif">I guess it's also useful against null space weapons?

TerranC November 22nd, 2002 06:41 PM

Re: Actual use for auxilary control?
 
Quote:

Originally posted by Kamog:
I guess it's also useful against null space weapons?
<font size="2" face="Verdana, Helvetica, sans-serif">Destroying the nullspace warship first and fast is useful against null space weapons http://forum.shrapnelgames.com/images/icons/icon10.gif


All times are GMT -4. The time now is 11:35 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.