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January 3rd, 2003, 08:24 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Any use for a really small carrier?
THe other advantage is that cargo/ fighter bay components are generally cheaper than weapons, so you can build your mini carrier faster than an equivalent warship. The ship's "weapons" - ie the fighters - can be built simultaneously on non-spaceyard planets.
I often build boarding ships with a fighter bay and space for a few shield-depleting fighters. That works fairly well for me.
You should play Devnullmod, which has a cute, small, fast "escort carrier".
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January 3rd, 2003, 08:34 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Any use for a really small carrier?
"I never play against the AI"
Well, then you have just given your oppoenents something to think about. Hmm.
[ January 03, 2003, 19:18: Message edited by: Gryphin ]
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January 3rd, 2003, 10:51 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Any use for a really small carrier?
Quote:
The 12 fighters and the ship arrives a firing point approximatly at the same time.
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How are you managing that? When I have a carrier launching fighters on several consecutive combat turns, the fighters get strung out in a chain with each group a full move or more apart.
Oh, wait, I see you have the launching ship charging into the combat, as well. I usually trade armaments for cargo space and have the carriers set to Don't Get Hurt.
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Cap'n Q
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January 3rd, 2003, 11:23 PM
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Brigadier General
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Join Date: Aug 2002
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Re: Any use for a really small carrier?
I like the idea ruatha, maybe a new stratergy to defeat my enemies even, i've tried everything else
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January 3rd, 2003, 11:26 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Any use for a really small carrier?
Quote:
Originally posted by capnq:
quote: The 12 fighters and the ship arrives a firing point approximatly at the same time.
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How are you managing that? When I have a carrier launching fighters on several consecutive combat turns, the fighters get strung out in a chain with each group a full move or more apart.
Oh, wait, I see you have the launching ship charging into the combat, as well. I usually trade armaments for cargo space and have the carriers set to Don't Get Hurt. I have found that if you put a single CSM on the ship and set the strategy to maximum weapons range, the carrier/whatever will stay effectively away from the battle and keep the fighter Groups together so they all arrive together.
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January 3rd, 2003, 11:36 PM
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Second Lieutenant
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Re: Any use for a really small carrier?
This is neat. I gotta try this. I've always wanted a "heli-pad" like modern destroyers or something like and escort carrier. Up until now i couldnt' find any use for the later and hadn't really thought much about the first one. I'd keep the other guy honest with PDC, and you wouldn't even always need to load the bays.
Component idea: quick launch bays, they can launch 3 fighters combat per turn and 3 fighters per game turn, so they are more in short term, but less in long term. WP attack?
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January 3rd, 2003, 11:38 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Any use for a really small carrier?
Quote:
Originally posted by Gandalph:
I have found that if you put a single CSM on the ship and set the strategy to maximum weapons range, the carrier/whatever will stay effectively away from the battle and keep the fighter Groups together so they all arrive together.
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Yeah, that what I do, the CSM helps to waste some point defence shots.
I realize using these mini-carriers won't work against someone determined to max out the PCD tech area -- but like Rautha says you can get them out earlier and surprise an opponent
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