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  #31  
Old August 15th, 2001, 06:23 PM

tesco samoa tesco samoa is offline
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Default Re: The best weapons for a close combat ship?

Question if your ship only has a MC can a boarding party take over your ship???

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  #32  
Old August 15th, 2001, 06:23 PM

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Default Re: The best weapons for a close combat ship?

Yes.
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  #33  
Old August 15th, 2001, 06:24 PM

tesco samoa tesco samoa is offline
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Default Re: The best weapons for a close combat ship?

Does that make sense???
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #34  
Old August 15th, 2001, 06:27 PM

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Default Re: The best weapons for a close combat ship?

Why not? The MC is only supposed to stop your ship from being captured by allegiance subverters not boarding parties.
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  #35  
Old August 15th, 2001, 06:34 PM

tesco samoa tesco samoa is offline
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Default Re: The best weapons for a close combat ship?

Must be my imagination that has blinded me to that fact. I always assumed that the MC controlled ship would just be computers and components fully automated. I still do not see how a boarding party of space marines can just take over a ship. But thank you for letting me know. I have a few adjustments / upgrades to make to my ship classes.
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  #36  
Old August 16th, 2001, 07:08 PM
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Default Re: The best weapons for a close combat ship?

quote:
I always assumed that the MC controlled ship would just be computers and components fully automated. I still do not see how a boarding party of space marines can just take over a ship.
Once the marines are on board, they have physical access to the computers, which lets them hack into the systems and reprogram them.

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  #37  
Old August 16th, 2001, 07:26 PM
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Default Re: The best weapons for a close combat ship?

quote:
Originally posted by capnq:
Once the marines are on board, they have physical access to the computers, which lets them hack into the systems and reprogram them.




hehe. im trying to picture marines doing that. fun--ney.


(maybe they have black boxes or something)

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  #38  
Old August 16th, 2001, 07:41 PM
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Default Re: The best weapons for a close combat ship?

"Computer, if you don't obey us, we will reprogram you... with axes and sledgehammers."

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  #39  
Old August 16th, 2001, 07:50 PM
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Default Re: The best weapons for a close combat ship?

[computer voice]"Venting atmosphere... inertial compensators off-line... initiating 20-G acceleration... have a nice day [/computer voice]
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  #40  
Old August 16th, 2001, 08:16 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: The best weapons for a close combat ship?

quote:
Originally posted by tesco samoa:
Must be my imagination that has blinded me to that fact. I always assumed that the MC controlled ship would just be computers and components fully automated. I still do not see how a boarding party of space marines can just take over a ship. But thank you for letting me know. I have a few adjustments / upgrades to make to my ship classes.


Even more than that, if the ship is designed from the beginning as a computer-controlled ship, who says it even has corridors or any other spaces for humans to enter? It seems to me that you'd pack the ship together as tighly as possible to make it efficient and deadly. Thus the space savings by dropping crew quarters and life support. No corridors, no air conduits, etc. This completely skips the issue of lack of life-support, of course. The marines would have to live in their space suits after taking a computer controlled ship.

I guess the marines live in their space suits for a while anyway if they take a ship with an alien race's life support (different atmosphere!). Ever wonder why life-support doesn't reflect atmosphere types? Shouldn't you have to refit a captured ship with life support for your atmosphere if it comes from a race that uses a different atmosphere?
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