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  #1  
Old December 30th, 2002, 12:27 AM
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Default Re: Salvage leftovers from after a battle

after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.
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Old December 30th, 2002, 01:21 AM
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Default Re: Salvage leftovers from after a battle

Quote:
Originally posted by Puke:
after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.
Yeah, thats come up before. The idea of having salvage rights to a rotting hulk. The problem is the maintenance cost would be cruel vs the AI. If ship maintenance only covered functional components, then maybe it would be useful.
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Old December 30th, 2002, 03:34 PM

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Default Re: Salvage leftovers from after a battle

Zero kT Bridge,
Nice idea. It would work in a game with a "Galactic Merchant" that you could "sell" the hulks to, or maybe you would pay them a small sum to take it off your hands. The merchant would then send a Repair ship to take care of it.
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Old December 30th, 2002, 03:55 PM
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Default Re: Salvage leftovers from after a battle

Quote:
Originally posted by Puke:
after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.
HEHE Plan #1 Bleed them dry!
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Old December 30th, 2002, 06:54 PM
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Default Re: Salvage leftovers from after a battle

It's still doable.

Reduce maintenance costs to zero percent and off set that advantage by playing a limited resource game.
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