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December 18th, 2000, 01:25 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
On the engine minefield thing, it's true that it only takes one ship to set off all the mines. But if there is a fleet, all the ships get hit.
I thought that would make the mines loose their effectiveness, but it doesn't change much. Since the enemy ships have lost all movement after coming through a warp point for example.
Just keep a mine layer nearby and go into the sector after the mines are gone (with the disabled ships). Sure it intiates combat, but the enemy ships can't chase after you. So you lay your mines anyway.
What I like to do actually is go in with a couple psychic converters and a repair ship. Free fleet anyone?
Obviously there are a couple ways around that. You could send in a front ship to take the mines out. Or send through a carrier, and release the fighters even though the carrier gets stranded.
But it's good because there has to be certain drawbacks to every comp specific weapon out there.
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December 18th, 2000, 01:40 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
Looks like you can make a terrafrom ship. It would be planet specific also.
Just make a ship component using the ability line 'Planet - Change Atmospere'
Put in whatever amount of turns you think appropriate for it to change over.
You would probably need a colony first though as it looks like it changes the atmosphere to the predominant race that is on the planet.
I wonder if more ships over the planet would make it work faster?
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December 18th, 2000, 05:39 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
It seems that there are certain abilities that work on planets but have to be in facilities in order to function. So an atmosphere changing ship cannot be made, unfortunately.
That really cuts down the number of things that one can do. Bummer!
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December 19th, 2000, 09:32 PM
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Private
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Join Date: Dec 2000
Location: Cape Girardeau, MO
Posts: 8
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Re: Strange Mods Anyone?
Well; I added a system command/training component that is basically large enough for only baseships. I used the Ship Training - System and Fleet Training - System plus the sector defense tag (I don't remember the actual tag). Used the "- System" tag as the simple "Ship Training" didn't seem to work.
Basically, I have a Space Academy that can be near where the front is currently (or the Waypoint that is my collection point).
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December 20th, 2000, 01:53 AM
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Corporal
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Join Date: Oct 2000
Location: USA
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Re: Strange Mods Anyone?
The 'System' abilities seem to work on ships but not sector ones. At least for the planetary ones. But making anything with a ship that affects the entire system seems too powerful. Unless you reduce the effectiveness of the abilty quite a bit.
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December 20th, 2000, 09:31 PM
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Private
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Join Date: Dec 2000
Location: Cape Girardeau, MO
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Re: Strange Mods Anyone?
Yes; I only use a 1% increase up to 10% (want a better education; go to that there university on planet). Plus the the size is 1000k; and a bit expensive (11k min, 5k org, 5k radio).
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December 20th, 2000, 11:15 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Strange Mods Anyone?
And, of course, you have to pay MAINTENANCE on that ship, so that huge initial cost translates into large ongoing costs, whereas a facility (IIRC) doesn't have a maintenance cost. So there's another play balancer...
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