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  #1  
Old June 5th, 2002, 01:45 AM
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Default Re: An extremely silly question, buut...

It will limp back to base one sector at a time. To avoid this, if you have them, equip your ships with a solor panel and solor sail. That or go for Quantum reactors.

What I do is send a ship that has nothing but cargo compenants out to meet the ship with no supplies. I fleet them together and then return them too base.

After that, I alway establish infastructure first and for most. A base in every system. Resuply is the key to success.

But in a pinch, trade em to the AI for something. The AI loves depleted ships.

[ June 04, 2002, 12:47: Message edited by: Atrocities ]
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  #2  
Old June 5th, 2002, 01:57 AM

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Default Re: An extremely silly question, buut...

I saw suggest somewhere"
Build a fast Colony Ship.
Colonize as close to the ships in question
Build a Resupply Depot
If the planet is in an Allys system
Gift or trade the planet to them after you have "humanly" rescued your crews.

The original idea was to send the colony ship out behind the long range exploration ships so it would be in position when needed.

In some cases you might be able to get a Military alyiance

[ June 04, 2002, 12:59: Message edited by: The High Gryphin ]
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  #3  
Old June 4th, 2002, 04:16 PM
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Default Re: An extremely silly question, buut...

Getting back to the original question though, it would be a cool feature if there was a way to "turn off" maintenace support for specific ships. Doing so would decrease or eliminate the amount of resources that go towards that ship, but at some penalty. Perhaps an increased chance of a random damage event to the ship. Say a percentage chance per turn that one of the compononents would be destroyed. The ship would in effect slowly rot over the course of a few years in space without maintenance.

Maybe to prevent abuse you would only have this option for ships that were completely out of supply?

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Old June 4th, 2002, 04:37 PM

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Default Re: An extremely silly question, buut...

Perhaps being able to add 20 or 30 percent to the cost of the ship so it will have 2 or 3 times the range. This could reflect the extra cost to make the ships more efficient and better made.
Reminds me of how Singer Sewing Machine Corp nearly went out of business be cause their machines would not break or wear out.
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Old June 4th, 2002, 05:15 PM
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Default Re: An extremely silly question, buut...

Really, it is ridiculous that you can't scuttle a ship. Not at all realistic, and not in keeping with every other game I've played. And how are you providing maintenance to a ship that is out of range? If you are paying some ephemeral "trader network" for the maintenance, then have them give the crew a ride home after the crew blows up the ship.
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Old June 4th, 2002, 05:31 PM
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Default Re: An extremely silly question, buut...

Quote:
Originally posted by dmm:
Really, it is ridiculous that you can't scuttle a ship. Not at all realistic, and not in keeping with every other game I've played. And how are you providing maintenance to a ship that is out of range? If you are paying some ephemeral "trader network" for the maintenance, then have them give the crew a ride home after the crew blows up the ship.
I tend to agree with you. Although allowing it would have some implications. You could perhaps give every hull the self destruct ability, or if that doesn't work, make the self destruct device a level 1 tech. But either of those would negate any possiblility of using boarding parties.

If a hardcode change were made to allow for scuttling without a SDD outside of combat that would do it. Although it would eliminate the tactic where you incapcitate the enemies ships but leave them around to use up maintenance. Although to be honest that's a bit of a cheese tactic anyway.

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Old June 4th, 2002, 05:35 PM
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Default Re: An extremely silly question, buut...

Quote:
Originally posted by geoschmo:
If a hardcode change were made to allow for scuttling without a SDD outside of combat that would do it.
Yeah, that's what I had in mind.
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