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  #1  
Old June 14th, 2005, 11:54 AM
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Default Re: Fire Rate 0

I never was much of a fan of QR components, supply generation definetly but QR did seem somewhat silly.

Whilst poking around it did produce some.... interesting fighter combat. As the range of the trial missile was only one and there was no target limit one well positioned fighter stack could protect an entire fleet from missiles. But the enemy fighters where just as deadly.
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Old June 14th, 2005, 12:00 PM
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Default Re: Fire Rate 0

The enemy AI is the reason I attmepted to make my example weapon big and expensive. Well that and to keep it from being super exploited.
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Old June 14th, 2005, 12:01 PM
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Default Re: Fire Rate 0

As for a continous game, hmmm. Only one way to find out. BRB with the answer .
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Old June 14th, 2005, 12:25 PM
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Default Re: Fire Rate 0

Yes, it does work in Simultaneous games. In fact the replay is still going since I used my example weapon up there and it only does 5 damage a hit .
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Old June 16th, 2005, 01:36 PM
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Default Re: Fire Rate 0

You know, this could get interesting with a tractor or repulser beam. "This device creates a strong omnidirectional gravitational effect, causing all enemy ships within range to move to/away from this ship." I just hope the AI is smart enough not to shoot it at ships that have nowhere to go, or no more than once at any given ship.
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