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  #11  
Old February 9th, 2001, 10:12 PM

Nitram Draw Nitram Draw is offline
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Default Re: Newbie Strategy Guide

Yes, ships can repair themselves if they have or are with a ship that has a repair bay.
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  #12  
Old February 9th, 2001, 10:18 PM
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Default Re: Newbie Strategy Guide

quote:
Originally posted by taterbill:
A question regarding scouts and damage:

I just had a thought while I'm here at work pretending to be working. Those dang unstable wormholes can sure put a crimp in any scouting expedition. If you say, built a cruiser-level scout with its own repair bay, would it be able to repair itself? (Assuming the repair bay did not get damaged, of course.)

Bottom line question: Can ships with repair bays repair themselves?

Bill




You bet!

It is pretty common to see folks building stellar manipulation(SM) ships with repair components. After you use the SM component, it is 'destroyed'. But if you have a repair component on the ship, the SM component is repaired by the beginning of the next turn.


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  #13  
Old February 9th, 2001, 10:44 PM

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Default Re: Newbie Strategy Guide

Ah, tricky!

What a great board this is. Considerate responses, no flames, great participation... Quite different from most of the game Boards I've seen.

Bill
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  #14  
Old February 9th, 2001, 11:22 PM
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Default Re: Newbie Strategy Guide

BTW - there's a bug with the stellar manipulation components. They're supposed to use 4000 (!) supply each time they're used; they don't actually use any supply. Yet.

Which means that, if they really did use supplies as stated, you'd have to find a resupply depot (or have a ship with LOTS of supply on it) for each use of the component, no matter how fast you could repair it. Not to mention you have to have 4000 points of supplies to use the component the first time...
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  #15  
Old February 9th, 2001, 11:30 PM

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Default Re: Newbie Strategy Guide

Makes the Quantum Reactor extremely valuable (to valuable in my opinion)
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  #16  
Old February 9th, 2001, 11:56 PM

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Default Re: Newbie Strategy Guide

Nah, you don't need to waste time on the quantum reactor, just equip an emergency resupply pod or two. When the supplies vanish, pop the two pods and they'll be rebuilt at the beginning of the next turn as well (the weakest repair facility can handle 3 components per turn, the weakest resupply pod generates 1,000 units of supply).

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  #17  
Old February 10th, 2001, 12:50 AM
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Default Re: Newbie Strategy Guide

quote:
Originally posted by Nyx:
Nah, you don't need to waste time on the quantum reactor, just equip an emergency resupply pod or two. When the supplies vanish, pop the two pods and they'll be rebuilt at the beginning of the next turn as well (the weakest repair facility can handle 3 components per turn, the weakest resupply pod generates 1,000 units of supply).




That's pretty effective. But, to me, it still seems like cheating.

By the same token, couldn't you put emergency propulsion components on all your ships and get the extra movement every single turn? (Assuming you didn't mind the tedium, of course.)
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  #18  
Old February 10th, 2001, 12:54 AM
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Default Re: Newbie Strategy Guide

The 10 : 1 : 2 resource ratio is okay until you start building ships with Stellar Manipulation Components. Those things seem to really use up the radioactives.

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  #19  
Old February 10th, 2001, 02:57 AM

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Default Re: Newbie Strategy Guide

quote:
Originally posted by raynor:
By the same token, couldn't you put emergency propulsion components on all your ships and get the extra movement every single turn?


Yep. It's certainly not what we'd expect imagining that scenario in the real world, but repairing doesn't require anything. Just think of it as the way the game was designed. Definitely try not to think of it as cheating, because it's not. It's just a little... well odd that things work that way.
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  #20  
Old February 10th, 2001, 03:21 AM
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Default Re: Newbie Strategy Guide

Raynor,

Cheating is getting something for free.

Repair bays do cost a lot, to buy and maintain, and take up a lot of space on your ships. It's a trade-off.

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