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September 13th, 2000, 06:42 PM
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Private
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Join Date: Aug 2000
Location: United Kingdom
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Re: Space Stations--Pros/Cons
One solution to the positioning problem with space stations would be to allow them orbital movement, i.e. slow (1-2 squares) movement restricted to a path going clockwise or anti-clockwise around the planet.
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September 14th, 2000, 02:34 AM
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Lieutenant Colonel
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Re: Space Stations--Pros/Cons
Wingte wrote:
> Ok,, it is clearly an imbalance when a small ship with a relatively low power weapon can defeat a space station.
I beg to differ. There are at least a couple of examples in science fiction (and folks, SE IV ain't science fact!), where small, lightly armed ships pose a SIGNIFICANT threat to space stations. Look at the Honor Harrington series where the space stations have big fire power, but are considered to be "sitting ducks" 'cause they can't MOVE. Another is the Chanur series. A SINGLE ship moving at a % of C is a real threat to space stations 'cause they can launch projectiles at VERY high velocities. In neither case are the mechanics "dodge in an out", but that's just a mechanical issue... the point is that space stations, while useful are NOT mobile forces, and are therefore vulnerable, much like the vaunted Maginot Line at the beginning of WWII.
John
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September 14th, 2000, 04:23 AM
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Sergeant
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Re: Space Stations--Pros/Cons
I'd like to see some kind of towing component added, so I can move stations built at a planet to cover my warp points. Stations would then be able to move, but they wouldn't have their own engines and if the tug gets destroyed they are stranded.
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September 14th, 2000, 04:38 AM
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Corporal
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Re: Space Stations--Pros/Cons
Probably easier to just build a space station at the warp point with a Space Yard Ship.
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Wingte
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Wingte
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September 14th, 2000, 06:00 PM
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Re: Space Stations--Pros/Cons
I see no problem in the developement of another type of "large mounts" which dont increase the damage but the range of a weapon.
Or both (like MOO2)
Or there could be a special component called "weapon stabilizer" which enables a bonus on range of every station weapon according to its techlevel. This component should use alot of kt to favorize the use in space stations or other big structures.
klaus
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September 14th, 2000, 06:34 PM
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Corporal
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Re: Space Stations--Pros/Cons
Good thoughts everyone. I believe the move, fire, move issue would be resolved by ending your combat turn once you have done both once. If you move some and fire, end turn. You could still fire, move, fire. Now some will say that this is unrealistic, but so is turn-based combat.
Under the current system, an immobile unit will ALWAYS be defeated by an equally armed (has far as range goes) mobile unit. Something needs to be done to make the battle more even.
Stations are still "sitting ducks" because once you locate them they can travel to a different location.
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September 14th, 2000, 11:50 PM
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Sergeant
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Re: Space Stations--Pros/Cons
quote: Originally posted by wingte:
Probably easier to just build a space station at the warp point with a Space Yard Ship.
The problem with this is that the SYS will be exposed while sitting at the warp point and vulnerable to a warp point assault if you don't have anything monitoring the other end. If you could build them at one of your fleet bases, where you have battlestations and weapon platforms and whatnot for defense, all you have to do is tow them, and sense they will already be finished they'll be much less susceptable to
being destroyed.
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