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October 2nd, 2001, 11:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Stellar Manipulation Suggestion for 1.42
Only Emergency movement pods and Emergency supply pods require a spaceyard to repair.
You could add the same ability to SM components, thus forcing them to be brought back to a Spaceyard for replacement.
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October 3rd, 2001, 01:07 AM
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National Security Advisor
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Re: Stellar Manipulation Suggestion for 1.42
"Is this damage repaired in a single turn like other damaged components?"
Yes. In SE4, there is NO SUCH THING as a damaged component. It's 100% or gone. But unlike space yards, repair yards repair a set number of components per turn, no matter how expensive the component is.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 3rd, 2001, 01:16 AM
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Second Lieutenant
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Re: Stellar Manipulation Suggestion for 1.42
quote: Originally posted by suicide_junkie:
Only Emergency movement pods and Emergency supply pods require a spaceyard to repair.
You could add the same ability to SM components, thus forcing them to be brought back to a Spaceyard for replacement.
What's stopping you building a spaceyard ship with a WP opener or closer? It only costs you 500kt of space! In that case I would through in an emergency populsion pod too!
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October 3rd, 2001, 01:41 AM
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National Security Advisor
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Re: Stellar Manipulation Suggestion for 1.42
"Only"?
You're talking a total of at least 600kt there. In other words, you'll need a Battleship sized ship just to make it, to say nothing of having decent speed and defenses.
Battleships are also the first ship with major speed drop, and the third to LAST ship size.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 3rd, 2001, 03:34 AM
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Second Lieutenant
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Re: Stellar Manipulation Suggestion for 1.42
quote: Originally posted by Phoenix-D:
"Only"?
You're talking a total of at least 600kt there. In other words, you'll need a Battleship sized ship just to make it, to say nothing of having decent speed and defenses.
Battleships are also the first ship with major speed drop, and the third to LAST ship size.
Phoenix-D
By it works. As to the speed I'm pretty happy with the DNs which make up the core of my fleet. And defense? The best defense is a bunch of other ships. Putting an insane amount of armour or shield or even weapons on one ship is not going to help a single bit, especially when you have the AI fighting for you in strategic combat.
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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October 3rd, 2001, 04:32 AM
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Re: Stellar Manipulation Suggestion for 1.42
Dreads are two speed slower than a BC. BBs are one slower. That, incidently, is as much as the 1000 racial cost trait Propulsion Experts..
Why do you need protection?
Targeting strategy: Weakest, Does Not have Weapons, Nearest. Your SM ship now becomes target #1..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 3rd, 2001, 06:51 AM
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Second Lieutenant
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Re: Stellar Manipulation Suggestion for 1.42
Most likely my WP opener would run to a corner and your ships have to charge through my escorting ships first before they get to it.
Doesn't a PD gun count as a weapon? My specialised ships are definitely not equiped with the "decent" defenses to protect themselves by themselves, but they ARE equiped to take on the occasional stray bullets.
BTW, I AM a propulsion expert!
[This message has been edited by CW (edited 03 October 2001).]
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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