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Old June 20th, 2001, 03:13 PM
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Default Re: Many (semi) newbie questions...advice requested.

quote:
11: I think (not sure) you can repair 16 components but they would have to be on 8 on one ship and 8 on another - any one ship can only be worked on by one repair bay/ ship yard at a time. Someone might correct me on this though.

In that example, you could repair 16 components on one ship, or 1 component on 16 different ships.
The total repair points for the sector are added up and applied to each ship in turn.
The first ship will be determined based on your repair priority, but then work will continue on that ship until it is fully repaired (even if it takes more than one turn).

quote:
10: When you discover Propulsion 7, you also get the Ripper Beams weapon. It is cheap, but does very little damage and only at a range of 1 or 2. In what cases would you ever need this weapon? It has no special abilities, just does normal damage... Another component that seems to give very little "bang for the buck" is a shield renewer. Does anybody use those?
Ripper beams are the most efficient weapons in the game. 200kT of rippers will do more damage than 200kT of any other weapon (shield depleters excepted, but they can't damage a ship). Elite tactics include using a tractor beam to pull ships in, slaughter them with the extreme damage potential of your RBs, then use a repulsor to shove away whatever's left before it can fire back

Note that the SheildRegenerator 5 is a bug. It should be only 20kT in size (its a copy-paste error from SE3).
But, anyways, if your ship is expected to survive more than 7 battle turns in combat, adding shield regenerators is more effective than extra shields!.

Basically, your PSG V gives 375 hitpoints.
Two shield regenerators (at the same space used) provide 50 hitpoints per turn.
At seven turns, you have regenerated 350 more hitpoints.

So these are excellent for very large ships, or hit-and-run ships, or boarding party ships (which lose their shields when they capture). Also, a race with a very good defense modifier will tend to survive in combat long enough for it to be worthwhile.

With the additional benefit of blocking boarding parties, they are quite useful.
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