|
|
|
 |

September 28th, 2005, 09:14 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Master Computers, Combat Movement, & Boarding
NullAshton said:
Impossible to have more than one computer or bridge... Although master computer plus human crew may guard against Allegance Subverters...
You can add as many master computers as you would like to a ship design. Bridges are hard-coded to one per ship, but that is what Auxilliary Control components are for.
Suicide Junkie said:
A self destruct device prevents normal boarding as long as it is intact.
As of 1.91, the AI will apparently attempt to board ships with an active SDD.
|

September 28th, 2005, 09:29 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Master Computers, Combat Movement, & Boarding
As long as it (the SDD) is intact, yeah.
__________________
Things you want:
|

September 29th, 2005, 04:34 AM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Master Computers, Combat Movement, & Boarding
Quote:
Imperator Fyron said:
You can add as many master computers as you would like to a ship design. Bridges are hard-coded to one per ship, but that is what Auxilliary Control components are for.
|
Only 1 Aux Control per ship. I don't know if it's the same when you have an MC onboard, but I think it is.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

September 29th, 2005, 11:56 AM
|
 |
Sergeant
|
|
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Master Computers, Combat Movement, & Boarding
In my testing I realized you can have multiple MCs but only one bridge and one aux.
I put multiple MCs on the Neutralizers (engine destroying) and on the Depleters (shield destroying) and they survived long enough to do their jobs. The Decoys also do well with an extra MC, but I find that it isn't needed with all the armor and shields they are carrying to draw in enemy attention.
The Boarders only need one engine less than the rest of the fleet since all they carry are a single depleter and lots of boarding troops, and they need to arrive at the battle a little late so they can rush and capture helpless hulks.
I also designed simple escort-sized Subverters whose main job is to be fast flying cannon fodder when the enemy wisens up and starts using MCs.
Now if only I can figure out what AI to start from to use as its template...
|

September 29th, 2005, 12:06 PM
|
 |
Sergeant
|
|
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Master Computers, Combat Movement, & Boarding
I was noticing that in high tech games, that Cure ships would have security stations and MCs, and a few APBXIIs. In the simulator it is only these ships that manage to start countering Plague tactics.
I wonder if I should also create Flailers as escorts, they move in, temporarily disable weapons, Subvertors move in and attempt to subvert, Depleters move in and disable shields, Boarders move in and attempt to board, and Neutralizers move in and disable engines and repel the hulk out of harms way before Cure APBs come back online.
Rinse, repeat. I'll try it tonight.
After all, now that I think about it, isn't that was diseases usually do - they disable a cell's defenses and then once disabled it moves in for the takeover?
Can flailers work against ships with destroyed MCs? If so it would be nice to be able to design a standard Plauge battleship with multiple MCs, computer viruses, flailers, lots of boarding parties, and a repeller in case the first attempt fails.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|