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December 6th, 2000, 08:04 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Shield Generators
Yes, a "chunk" of shielding disappears now when a generator is fried.
Shield depleting weapons and boarding parties are a nice combo! 
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December 6th, 2000, 08:18 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Shield Generators
Hmmm. How successful is boarding? For instance, will a boarding raid most likely succeed on a ship w/ no security stations, or are the odds as nasty as Moo2 marine raids (where it takes many attempts to whittle down the enemy crew, especially if they're Antaran)?
I might have to try it sometime, but it runs a bit counter to my current style (fast ships + long range for fighting at a distance, rather than risking serious damage by closing).
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December 6th, 2000, 10:18 PM
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Private
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Join Date: Nov 2000
Location: UC, PA USA
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Re: Shield Generators
1 boarding component of any type will capture a non-defended ship (aka no security station). Psychic tech gives the easiest way to capture non-computer controlled ships though with allegiance subverters...
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December 7th, 2000, 01:12 AM
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Sergeant
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Re: Shield Generators
Ive never even bothered with Boarding. The Techs for boarding are FAR more difficult to attain than the easy 'cure all'...the Self-Destruct. And IMO, its TOO effective.
Its bad enough that the Marines are one use AND that the Self Destruct prevents the capture, but to kill the ATTACKING ship too? Seems kind of silly to me to want to invest in boarding...
Am I missing something? Does the Destruct not work 100% of the time or somesuch? As it stands now, I dont see that it is practical at all.
Talenn
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December 7th, 2000, 01:35 AM
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Private
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Join Date: Nov 2000
Location: Alabama, USA
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Re: Shield Generators
Self- Destruct devices do prevent capture while they are operational. 100% of the time to my knowledge. The trick is slow but it does work. Fire one shot at a time until the device is destroyed, then board. Its slow and the device has a tendancy to not be destroyed until down to the Last third of the ship is left, but it does save the effort of researching new techs if the enemy already has then. Just take them! (Grin!)
Another trick is to have multiple repair ships or one big repair ship in your Pirate fleet. By the next turn, the beat-up hulk is newly repaired, ready to be analyzed or retrofited! And yes, it does repair the techs you don't currently have. A minor bug in my opinion.
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December 7th, 2000, 05:53 AM
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Sergeant
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Join Date: Aug 2000
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Re: Shield Generators
quote: Originally posted by Cryptotec88:
And yes, it does repair the techs you don't currently have. A minor bug in my opinion.
Well, it depends. I had the Cue Cappa surrender to me and some of their ships were damaged. One of them, a light cruiser, hasn't had one of its Telekinetic Rams or whatever repaired, and its been in a fleet with repair ships for several years now. I figured it was b/c I don't have the Psychic race trait.
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December 7th, 2000, 06:25 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Shield Generators
Yep, if you don't have the tech, you can't make the repairs. I believe that goes for ordinary components as well as the special stuff like Psychic and Temporal equipment.
I think that you can still analyze a destroyed component (shifting through the wreckage?) and have a chance to discover the tech which builts it, but I'm not sure about that.
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