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August 5th, 2002, 10:50 PM
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General
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Re: The Power of Stellar Manipulation
Quote:
Originally posted by Lord_Shleepy:
Maybe have them consume massive amounts of supplies (due to the extreme physical requirements of such a task) requiring large ships to hold enough supplies and frequent resupply stops?
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Actually this would be no good what-so-ever. Maybe if you had the tech to make planets BEFORE you had the Q-reactor. Once you research that it doesn't change a thing as far as supplys go. So this would only help if you research the planet creator before the Q-reactor.
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August 6th, 2002, 12:44 PM
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Lieutenant General
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Re: The Power of Stellar Manipulation
I may be missing something but was't it fixed in some patch that "destroy on use" components now require space yards to repair - repair bay is insufficient. But it was long time I used stellar manipulation - Proportions games are veery long.
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August 7th, 2002, 01:49 AM
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Brigadier General
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Re: The Power of Stellar Manipulation
IIRC only emergency resupply and emergency propulsion need a space yard. I am sure that stellar manipulation does not.
Rollo
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August 6th, 2002, 07:29 PM
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Sergeant
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Re: The Power of Stellar Manipulation
Against humans stellar manip ships are costly and must be guarded as valuable assets. In addition, there are system shields that stop their effectiveness, so you have to use conventional weapons to take out the system shield first.
System shields are costly, but require no maintenance. Stops Stellar Manipulation cold.
Stellar Manipulation are like Wrecking Cranes. They can do lots of damage if unopposed. But they can be vulnerable ships.
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August 6th, 2002, 08:59 PM
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Re: The Power of Stellar Manipulation
Not vulnerable enough in my opinion. I've increased the sizes of all of the SM components to reflect their large-scale effects. It's still a bit silly to think of a ship-sized device destroying a planet or even a star, but at least it's a bit more balanced to force the use of a battlecruiser or larger to carry a star-destroyer component.
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August 6th, 2002, 09:22 PM
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Private
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Re: The Power of Stellar Manipulation
"Actually this would be no good what-so- ever. Maybe if you had the tech to make planets BEFORE you had the Q-reactor. Once you research that it doesn't change a thing as far as supplys go. So this would only help if you research the planet creator before the Q-reactor."
Sigh...too true. I rarely use Q-reactors myself and forgot about that lil issue. although effective they are a tad unrealistic and a lot of research. I stand corrected.
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August 6th, 2002, 11:51 PM
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Major
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Re: The Power of Stellar Manipulation
Technically, the star-destroying component DOES destroy the entire ship when it's used - along with everything else in the system. Same for the components that create black holes or system-wide nebulas.
I'd also have to say I agree with everyone else's points here: they're already pretty expensive to build, expensive to maintain, and use a lot of supplies (which is tricky until you research the Quantum Reactor); but I also think they're fairly expensive to research. Don't you need a level or two in Astrophysics, and then up to 5 levels of Stellar Manip to get star destroyers? Granted, the warp closer and the planet creators are pretty low on the Stellar Manip tree, but you're still sacrificing a lot of weapons research to get them.
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