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  #21  
Old December 27th, 2003, 01:37 AM
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Default Re: OA vs Shields

P-D, that goes right along with what I said... the organic ships cost a bit fewer resources total, but not by much. And why would you compare BCs? If you have that much tech, surely you must have BB or larger, for the heavy mount weapons (which are a lot better to use than BCs with large mount). The costs get closer when you use big ships.

Taera, don't put words in my mouth. What I said does not lead to "loses horribly."

Resource Converters can make fair use of those organic valued planets. Not quite as good as using them for organics, but good enough.
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  #22  
Old December 27th, 2003, 01:37 AM

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Default Re: OA vs Shields

Quote:
Originally posted by Roanon:
8110 = less than half of 14100? Hmm Last time I had math they told me differently
This is what happens when you read the wrong part of the line.
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  #23  
Old December 27th, 2003, 01:46 AM

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Default Re: OA vs Shields

Comparing BBs, the difference grows to 7950 min, 17900 vs 19440 total cost; 108.6% difference vs 107.7%. So the difference actually grows. Ends up being about a two-turn difference in construction time (.5 vs .3)

Resource conVersion is fine for maintance/construction costs, but does exactly jack for your construction time. And you still end up paying more, especially given that 30% of the additional organic value is lost.
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  #24  
Old December 27th, 2003, 04:13 AM
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Default Re: OA vs Shields

There is another point to bring up that I haven't seen mentioned (although I may have missed it).

Let's say your ship survives combat with damage. On the average the shield ship can be repaired more quickly and sent back out.

That's something I'd like to see changed for SEV, repairs based on points rather than components.
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  #25  
Old December 27th, 2003, 08:20 AM

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Default Re: OA vs Shields

um, nodachi, organic armor regenerates as long as at least 1 survives, which is not that difficult - its either there some armor, or the ship is all gone, on armor-heavy ships

fyron: sorry, but thats how that sounded to me. sorry for misquoting.

[ December 27, 2003, 06:21: Message edited by: Taera ]
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  #26  
Old December 27th, 2003, 09:00 AM
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Default Re: OA vs Shields

P-D... you are forgetting the essential Stealth and Scattering Armor... that adds a lot of minerals cost. And then there are the rather useful Shield Depleters and Ionic Dispersers. Those warships you are talking about would not be very effective compared to better designed ships...
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  #27  
Old December 27th, 2003, 09:24 AM
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Default Re: OA vs Shields

OK Taera, maybe I wasn't being clear. I should have said survives with damage to the internals, ie. all armor is gone.
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  #28  
Old December 27th, 2003, 12:16 PM

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Default Re: OA vs Shields

no nodachi, i know what you meant, but under the setting of heavy heavy fire, the ship either has armor left, or is all gone. i think.

Fyron: with racial techs, it doesnt pay off to have scattering/stealth armors IMO. SD and ID are a must tho.
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  #29  
Old December 27th, 2003, 12:59 PM
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Default Re: OA vs Shields

Quote:
Originally posted by Taera:
Fyron: with racial techs, it doesnt pay off to have scattering/stealth armors IMO. SD and ID are a must tho.
Your ships will lose really badly if you don't have stealth and scattering armor. That 30% is vital.
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  #30  
Old December 28th, 2003, 08:06 AM

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Default Re: OA vs Shields

hmm... that's true, but OTOH organic ships, at least in my designs, tend to go close-range where this is less vital. yes, it is significant. still.
(not - crystalline armored ship doesnt care how much is it being hit, 14CA's are NASTY)
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