
June 28th, 2003, 07:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Various questions about the FAQ
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What does this mean, gives you "extended life"? I've never used a warp gun. Seems like a silly weapon to me. Moves ships one or two random spaces? So? To waste time with that while the other guy us hitting you with weapons that actually take out your armour and systems seems pointless to me. What am I missing?
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The wormhole beam moves the ship to a random square on the combat grid.
Occasionally, this may only be 1 or 2 squares.
Statistically, there will be a few times when it moves the ship closer to you.
However, most of the time, the enemy will be flung far away, and at the very least, their ships will be scattered out of formation.
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Second, I never build the climate control facility. I just can't tell what kind of difference it makes to have the atmosphere go from, say, "unpleasant" to "optimal." Anyone have any stats on exactly what this accomplishes?
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Reproduction rate will increase as the conditions improve.
If the conditions get down to "Deadly", then there will be no growth at all.
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By this I understand that a fleet moving around on the galaxy screen only needs one ship with QR to be able to do that. However, once in combat, will all the non-QR ships START with full supplies or will they have zero supplies?
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As it says, the ships will all be topped off bewteen turns.
Which also means they don't get any more until the next turn.
So if you fire off all your ammo in combat you can run out of supplies until the quantum reactor ship has a chance to share some more of its infinite supples at the end-turn.
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This seems to suggest that your own ship which is doing the boarding has to have its shields down before its troops can leave the ship to board a target. Is this right? (I understand that the target ship must have its shields taken down.)
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The ship which attempts to board will willingly lower its own shields in order to attempt the boarding.
Without shield regenerators or armor, your boarding ship will have no defenses for the remainder of the battle.
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This is unclear to me. Does this mean a shielded unit will in fact Last longer than other units in its stack? Same for armour? How does this work for weapons platforms on a planet? If I've got, say, 10 WP, and one of them has armour III's or stealth armour, etc., does that one WP Last longer than the others? Does its armour cover all the other non-armoured WPs? Also, should shields be put on WPs at all?
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The ECM ability from the stealth armor gets shared amongst all the units.
The shields do not. They are treated the same way armor is.
IE: if the shielded unit is hit, its shields will protect it. If an unshielded unit is hit, the other unit's shields don't help. Which unit is hit is fairly random.
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Actually, isn't the other bonus of scattering and stealth armour that it adds to hit points by absorbing damage before other components? Therefore, while the to-hit bonus is neglible doesn't it make sense to have lots of armour on WPs? But again, I'm not clear on how stacks of WPs take damage when they're not identical. Will the armoured WPs help absorb damage even if they scattered around randomly? Or does just that individual WP have a better chance of survival because of its armour?
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Stealth and Scattering armor is poor relative to Standard armor in terms of sheer hitpoints. It is absolutely pitiful in terms of hitpoints relative to shields.
Thus, ony one stealth or scattering armor is useful. The rest should be Standard armor or shields.
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10.1.3 Stolen tech reports (via intel ops) don’t show up under the race:tech tab.
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You don't officially know that the aliens have the tech that your spies on them to discover.
Before it appears in the list of techs you know they posses, you must encounter it in battle. (Allied combat against a third party works too)
[ June 28, 2003, 19:37: Message edited by: Suicide Junkie ]
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