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  #1  
Old May 3rd, 2005, 03:26 AM

Evil_Duckie Evil_Duckie is offline
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Default Re: Ship capture

There's some 'rules' that I use for designing such a ship.
- make it small (harder to hit)
- no shields (they'll be dropped as soon as you attempt to board anyway)
- maybe one weapon for self-defense
- load up with boarding parties

Always make sure to have some support ships ready. At the very least some regular warships to destroy any shields on the target vessel and defend the boarding ship. Also have a repair bay available in one of your ship.

As soon as you start running into self-destruct components, you're in trouble. There's no way to specificall destroy that component, so you're just going to have to shoot at it until you hit it, often destroying most of the other ship in the process.
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Old May 3rd, 2005, 08:11 AM
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ZeroAdunn ZeroAdunn is offline
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Default Re: Ship capture

Something to destroy shields would be good too.
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Old May 3rd, 2005, 08:36 AM
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Default Re: Ship capture

Well it depends entirely on how your planning on capturing ships and what the purpose is for example in my current game i have a Light raider (Hunt) and Heavy Raider (Artemis)

The Light raider is armed with two I-Lasers and an engine destroyer, their sole purpose is to steal colony ships and lightly armored cruisers.

The Heavy raider is MUCH tougher with more guns but also heavy armor, shields a few massive shield depleters and a boatlaod of boarding parties. They are designed to operate for long periods of time on their own so they have repair bays and they are used almost only for capturing transport craft and warships and so far excell at it.

What I'm getting at is it depends on what you intend to steal and how much capitol you have to support your raiding fleet.

though to be honest NOTHING balances out against talisman except ensuring you have a highly trained fleet that gains first strike and superior tech/numbers.
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