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Old August 27th, 2001, 07:44 AM
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Default Re: P&N Pirates: too weak?

quote:
How about the concept of carving out an asteroid and adding engines? It only needs to move at a speed of 1 per turn to be mobile.
That would be a BattleMoon
10,000 KT of space, and can use "core mount" weapons.
Note that 40 Ion engines cannot move a BattleMoon (you need at least C-Ts), and Propulsion experts get TWO movement on the map.

Just research ship construction & base Construction to MAX.

quote:
My concept of Nomads are just that. No homeworld. A group of ragtag fugitives on a lonely desperate quest for something. You know, Battlestar Galactica. A large group of varied ships from cruisers to battleships, to freighters, to starlines, to transports in megafleets roaming from star system to star system.
As nomads, you build whatever ships you want.
You don't need a homeworld, but a planet is required to communicate with others and to get research points.
As a bonus, if you have no planets and lose contact, you are immune to intel.

quote:
Also make solar panels a given tech for these races. That resupply need based on a single planet could be quite devastating early on.
I think I will give the nomads a +2 in solar panel tech (like the +2 in fighters).

If you need resupply on the frontier, build an empty-hull base. All bases have built-in Quantum reactors, so when you fleet any base with some ships, they all get maxed out supplies.
It does take longer than a resupply depot, but you don't need a planet.

Also, once you've got the tech, build a Massive Fighter with a quantum reactor. Zero maintenance, mobile, plus infinite fuel, but can't warp.

[This message has been edited by suicide_junkie (edited 27 August 2001).]
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