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-   -   nebulae creator vs nuclear torpedo (http://forum.shrapnelgames.com/showthread.php?t=9663)

minipol June 15th, 2003 01:52 AM

nebulae creator vs nuclear torpedo
 
For the purpose of destroying systems, why would you want to use a stellar nuclear torpedo over a nebulae creator. The nebulae creator also blows up the star yet costs far more less in resources: 160K vs 250.
So, why would you want to use a stellar nuclear torpedo ? Am i missing something?

Ed Kolis June 15th, 2003 02:58 AM

Re: nebulae creator vs nuclear torpedo
 
In case you don't want to create a nebula for your enemies to hide in?

On the other hand, by the time you reach that level of technology, you're bound to have max level sensors anyway, and there aren't any nebulas that can't be penetrated, so I guess the nebulae creator is just a technological improvement - it does require one more level of Stellar Manipulation, after all...

The nebula creator doesn't destroy the asteroids created out of the planets in the bLast, does it? It just cloaks them, right? At least that's what I remember happening... dunno if you destroy the nebula if that will get rid of the asteroids though...

Fyron June 15th, 2003 07:28 AM

Re: nebulae creator vs nuclear torpedo
 
Actually, the Red system "storms" have level 5 cloaking. http://forum.shrapnelgames.com/images/icons/icon12.gif

ISTR that the star-destroyer creates asteroids from planets, and the nebula-creator simply erases all the planets. I could be wrong, as I have never actually used either component in SE4. http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D June 15th, 2003 07:40 AM

Re: nebulae creator vs nuclear torpedo
 
The nebula creator destroys all planets, wipes them away completely. And while it is cheaper, its also much larger (400kt vs 250kt)

minipol June 15th, 2003 10:36 AM

Re: nebulae creator vs nuclear torpedo
 
Cool, i will start making me a fleet of those nebulae thingies. Should be fun http://forum.shrapnelgames.com/images/icons/icon7.gif

Asmala June 15th, 2003 12:16 PM

Re: nebulae creator vs nuclear torpedo
 
I made some tests with stellar manipulation and here is the result. Stellar Nucleonic Torpedo and Nucleonic Thresher Torpedo both destroys a star and all ships plus planets are changed to asteroids. Furthermore Nucleonic Thresher Torpedo creates a nebula to the system. Inverted Quantum Beam collapses a star and the result is a black hole. Like the component description says it destroys everything in the system but warp points so there's no way to get back those planets which were in the system.

Actually the only new thing here is that the Nucleonic Thresher Torpedo (creates nebula) doesn't completely wipe off planets but turns them into asteroids http://forum.shrapnelgames.com/images/icons/icon7.gif

minipol June 15th, 2003 08:26 PM

Re: nebulae creator vs nuclear torpedo
 
so you have 2 options: use a black hole creator (Inverted Quantum Beam ) and forget about the system or use a nebulae creator (Nucleonic Thresher Torpedo) and place spy sats in there so you can monitor what happens in the system. In case of renewed enemy activity, send a small fleet in.
If you can afford it, black hole creators seem like a better sollution but nebulae creator are not so expensive so you can build more in less time. As always, it will depend on the situation.

Taera June 15th, 2003 11:03 PM

Re: nebulae creator vs nuclear torpedo
 
Inverted Quantum Beam is for Scorched Earth strategy. Might be useful if you manage to destroy a chokepoint system.
Others are for cheaper/temporary destruction as you do actually get rid of the enemy and still retain the recolonization possibility later.

minipol June 15th, 2003 11:08 PM

Re: nebulae creator vs nuclear torpedo
 
I think in my game i will go for the black hole thingies. I can afford them and it cuts down on the micromanagement as i don't have to worry about putting spy sats in the other systems.
My current system is big enough and i soon will end up with several ringworlds so i don't need other systems.


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