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July 21st, 2003, 02:45 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Tractor Beam III useless
I've always thought Tractor beams shoudl have a longer range -- say, damage^2 ... so a TR3 which does 4, should reach out to range 16. The idea is to get things closer, right? So, why would you use such a weapon, if you're already darned close to begin with ... ?
Repulsor beams, OTOH, should have range inversely related to how hard they can push, IMO. The further out a single Repulsor can kick you, the less it should affect you with each "kick".
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 21st, 2003, 03:44 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Tractor Beam III useless
That's one of the things I made in the Star Wars mod. Shor range beam weapons combined with long range tractor beams.
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July 21st, 2003, 07:09 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
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Re: Tractor Beam III useless
Massive mount Repulser beams are real nice an a Baseship with Null Space weapons. Maul the ship and then fling the shell 20 squares away for later cleanup.
Nice on Massive Starbase mounts too.
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As for range 4, effect 4 tractor beams, it would be nice if they would make you Ram if that is your orders. This would give Ramming ships a nice boast to their strike range. It appears that tractor beams bring the ship adjacent, so your next movement (possibly next turn) would execute the RAM>
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July 22nd, 2003, 02:39 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Tractor Beam III useless
or use MM SD, MM SD, MM ID, MM RB for better range and cost, plus fired every turn.
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July 22nd, 2003, 05:23 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Tractor Beam III useless
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you... 
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July 22nd, 2003, 02:26 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Tractor Beam III useless
Quote:
Originally posted by Ed Kolis:
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you...
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When any fleet that takes on a Starbase is going to come with "Don't Get Hurt" support ships that will blockade your immobile planet anyway it would be easily worth it to throw ships that are potentially still dangerous away from your precious planet.
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July 22nd, 2003, 03:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Tractor Beam III useless
Quote:
Originally posted by Ed Kolis:
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you...
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Each repulsor effectively removes one ship per turn from combat.
That makes it much more likely for your base to survive, and the scattered ships are easier to clean up with your mobile forces.
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