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  #21  
Old May 6th, 2004, 07:46 PM

spoon spoon is offline
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Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard.
No, the 400kt shipyard isn't on your ship, it's just somewhere in your fleet. Just because you have to wait for the mid-late game doesn't make it less of an exploit... I mean, who builds a late-game death-fleet without a SY and a gajillion repair ability???
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  #22  
Old May 6th, 2004, 08:46 PM

Phoenix-D Phoenix-D is offline
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Default Re: Warp Point Opening - how to measure distance?

The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship. Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
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  #23  
Old May 6th, 2004, 09:20 PM
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Default Re: Warp Point Opening - how to measure distance?

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Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
Maybe they really like drones
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  #24  
Old May 6th, 2004, 09:27 PM
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Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. Sure, you can repair more than one, but a shipyard can only repair so many, especially if you've dropped your repair characteristic. Then you need more space yard ships. Which means you need at least BCs, because a Cruiser isn't going to have enough space for the shipyard, engine, and pod.
Yes, but repair bays can still repair them. You just have to have the presence of a SY in the sector...
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  #25  
Old May 6th, 2004, 09:29 PM

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Default Re: Warp Point Opening - how to measure distance?

Quote:
Originally posted by Phoenix-D:
The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship.
I was under the impression you only needed a single SY component in the sector to repair as many Emergency Propulsion comps as you have repair capacity for (including repair ships). Am I wrong about that? So if you have like 50 ships, one space-yard ship, and a couple repair ships, you'd be fine.

edit: like Fyron just said

[ May 06, 2004, 20:50: Message edited by: spoon ]
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