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				March 1st, 2001, 11:03 PM
			
			
			
		  
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				 Shrapnel Fanatic 
				
				
				
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				Shield Regenerators
	
			 
             
			
		
		
		
		How many people here have noticed that the Shield Regenerator V is weaker than the SR IV? 
 
 
SR IV: 20 regen, 20 space. = 1.00 Regen/KT 
SR V:  25 regen, 30 space. = 0.86 regen/KT 
 
in other words...DO NOT put SR Vs on your ships, use SR IVs instead.  (or fix it) 
		
	
		
		
		
		
		
		
			
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				March 1st, 2001, 11:23 PM
			
			
			
		  
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				Re: Shield Regenerators
			 
             
			
		
		
		
		Good catch. 
 
It looks like all the SR's but V just take up 20Kt. So, probably the SR V should take up 20Kt as well? 
 
How many people use the SR components? I have never really seen them as being all that useful. The SR V costs 900 minerals and regenerates just 25 points every turn. So, a pair would cost 1800 minerals and regen 50 points per turn. Or, you could fit a single Shield Generator V in that same 40KT for a cost of only 500 minerals and get 300 shield points. With my play style, I would rather have 300 shield points which can withstand the first couple of turns damage. 
 
 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 2nd, 2001, 12:16 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Shield Regenerators
			 
             
			
		
		
		
		SR can be good on bases where they are not the main target or against missile using races. Take a hit and while they reload you recharge. Also helps prevent using shield reducing weapons. 
 
------------------ 
Seawolf on the prowl 
		
	
		
		
		
		
		
		
			
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				March 2nd, 2001, 07:27 PM
			
			
			
		  
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				Re: Shield Regenerators
			 
             
			
		
		
		
		I'll use your example. 
 
With an option of one more Shield V, or two fixed SR Vs (same space)  heres how to decide. 
 
SR V x2 :  50 shields/turn 
SG V x1	: 300 shields/battle 
PSG V x1: 375 shields/battle 
 
so 300/50 = 6 turns into the battle, you have regenerated more than the 300 shields.  375/50 = 7.5 turns 
 
So, if your ship is going to survive more than 7 turns after first getting hit, replace some shields with Regenerators. 
 
So, design with shields until your ship can take 8 turns of battle damage, then add regenerators instead. 
 
(I use these things all the time - they work great, esp. against theh long-range, inefficient weapons like CSM & WMG) 
		
	
		
		
		
		
		
		
			
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