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  #31  
Old October 3rd, 2001, 03:34 AM

CW CW is offline
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Default 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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  #32  
Old October 3rd, 2001, 04:32 AM

Phoenix-D Phoenix-D is offline
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Default 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..

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  #33  
Old October 3rd, 2001, 06:51 AM

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Default 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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  #34  
Old October 3rd, 2001, 07:31 AM

Phoenix-D Phoenix-D is offline
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Default Re: Stellar Manipulation Suggestion for 1.42

PD only counts as a weapon for engine destroyers.

So, you don't fleet your SM ships? I can see why. Problem is, I don't think non-fleeted ships all at the same time.

What I mean:
Say you have an escort fleet and your SM ship. You need to move them into position to close a warp point. I give orders to attack your SM ship. I know which ship it is since it's the only example of that class in that sector. Now, the ships move. At some point, your SM ship and your fleet will not be on the same sector. If my fleet hits then, your SM ship is totally and utterly screwed.

Then again, at least you didn't run yours into a minefield

As for propulsion experts: So you paid 1000 racial points to move a 200kt larger ship the same speed, effectively

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  #35  
Old October 3rd, 2001, 11:26 AM
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Default Re: Stellar Manipulation Suggestion for 1.42

Just to clarify for newbies, and to allow othrs to correct me if I'm wrong:

In SEIV, damaged and destroyd are the same thing.

Damaged components can be repaired by repair bays or spacyards.

(Most) Stellar manipulation components are destroyed on use. Same for emergency movement / resupply pods & boarding parties.

In the current Version there's nothing to stop you putting a repair bay (150kt) on the same ship as your SM ship / boarding ship / emergncy propulasion ship and re-using the compnent every turn.

In the next patch, emergency movemnt will be given the ability (ie restriction) "can only be repaired at space yard" to negate the exploit in the previous point.

Modders hope that this ability will be something they can access so that they can apply it to SM components and other components. (Crew Quarters would be good)

Questions:
Can modders use this ability or will it be hard coded?

Does "can only be repaired at Spaceyard" mean plaentary spaceyard or any spaceyard? The best solution would be allowing modders to choose. (Assuming the previous question is answrd "yes".)

Now that the emergency movement pods can't be exploited so easily, can we put more than one on a ship again?

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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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