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  #11  
Old September 8th, 2000, 12:26 AM
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Instar Instar is offline
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Default Re: Cargo/launch bays

One restriction on fighter bays:
You can only launch so many fighters a turn in tactical (well both) combat. So a transport with cargo bays and one fighter bay would launch fighters very slowly (but it doesnt affect your normal ability to launch fighters in the normal view)
Hmm idea:
Use a carrier in junction with a transport as described above. The carrier could provide defense quickly, while the transport launches reinforcements.
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  #12  
Old September 8th, 2000, 04:19 AM

wingte wingte is offline
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Default Re: Cargo/launch bays

Hmnnn,, I don't use fighters at least in the demo since they are too small to carry a decent weapon and max engines.

But my question is,, what would happen if you used the "dump cargo button" and dumped the whole fighter load. Having one fighter launch bay would let you recover all of them I bet.

Hmnnn,, I am considering satalites though. If I can do the "dump" trick that would be as good as a space station and by manuvering arround them I would have the chance to get the enemy in a cross fire. Hmnn

I have to go test this one..


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