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				October 19th, 2004, 03:54 PM
			
			
			
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				 Re: A poll on three components 
 I believe Arkcon is correct. 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				October 19th, 2004, 04:08 PM
			
			
			
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				 Re: A poll on three components 
 Actually that is the case in Gold as well. It was fixed in Version 1.81 and released in the 1.84 patch. So pre-gold and also gold Version 1.60 up to 1.80 a destroyed MC does not protect against the AS. 
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				Ragnarok - Hevordian Story Thread 
------------------- 
I think...therefore I am confused. 
They were armed. With guns, said Omari.  
Canadians. With guns. And a warship. What is this world coming to? 
The dreaded derelict dwelling two ton devil bunny! 
Every ship can be a minesweeper... Once
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				October 19th, 2004, 05:01 PM
			
			
			
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				 Re: A poll on three components 
 1. no always use MC/B/LS/CC on ships at or above 800kt 
2. No. Rather Place Armor there as your ship gets scanned as soon as you hear " Round 1 Fight" 
3. only if crystaline  
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    Hey GUTB where did you go...???
 
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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				October 19th, 2004, 05:20 PM
			
			
			
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				 Re: A poll on three components 
 
	Quote: 
	
		| Ragnarok said: Actually that is the case in Gold as well. It was fixed in Version 1.81 and released in the 1.84 patch. So pre-gold and also gold Version 1.60 up to 1.80 a destroyed MC does not protect against the AS.
 
 |  Yehabut...
 
Who went Gold and hasn't kept up with patches.  I mean.  Seriously.  Why whould you do that? |  
	
		
	
	
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				October 19th, 2004, 05:26 PM
			
			
			
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				 Re: A poll on three components 
 
	Quote: 
	
		| bbq said: Do you ever use :
 3. Shield RE-Generator.  This one puzzles me the most.  The most powerful Shield Re-Generator makes 25 shield points a turn.  Instead of using one of those why not throw in a normal Shield Generator for 300 regular points or 375 phased points instead?  It almost seems that in order to make these worthwhile they need to regenerate x number of points for all shield generators.
 
 |  Only on the very biggest ships.  Suicide Junkie worked out the numbers a while ago, if the ship survives 7 combat turns, then its better off with a shield regenerator, than one more shield generator.
 
I've seen my heavy carriers and planet bombarding baseships, for example, live long enough to benefit from the shield regenerator. |  
	
		
	
	
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				October 19th, 2004, 05:27 PM
			
			
			
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				 Re: A poll on three components 
 
	Quote: 
	
		| Arkcon said: Yehabut...
 
 Who went Gold and hasn't kept up with patches.  I mean.  Seriously.  Why whould you do that?
 
 |  I didn't say anyone does that.       I am sure that everyone that has Gold has kept up with the patches just fine. I was just pointing out another fact regarding that issue.  
				__________________ 
				Ragnarok - Hevordian Story Thread 
------------------- 
I think...therefore I am confused. 
They were armed. With guns, said Omari.  
Canadians. With guns. And a warship. What is this world coming to? 
The dreaded derelict dwelling two ton devil bunny! 
Every ship can be a minesweeper... Once
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				October 19th, 2004, 05:54 PM
			
			
			
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				 Re: A poll on three components 
 
	Quote: 
	
		| Arkcon said: Who went Gold and hasn't kept up with patches.  I mean.  Seriously.  Why whould you do that?
 
 |  You would be surprised... A lot of people either never bother looking for game patches, or are even afraid of installing them... |  
	
		
	
	
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				October 19th, 2004, 06:28 PM
			
			
			
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				 Re: A poll on three components 
 It should be noted that the math is based on ">7" turns of taking damage, not just ">7" turns.  They do not generate shield points when shields are at maxumum.  And there are some caveats.
 The ">7" comes from the fact that in >7 turns, the shield regenerator creates >7 x 25 or >275 (or effectively 300) shield points.  However, even if your ship Lasts >7 turns, if you get all your shields depleted before turn 7 and some of your shield regenerators or shield generators get destroyed, this does not work.
 
 Clear as mud?
 
 Slick.
 
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				October 19th, 2004, 06:51 PM
			
			
			
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				 Re: A poll on three components 
 The problem with shield regenerators is that weapons are too powerful.
 In SE3 the damage/kt ratios were about half what they are in SE4, compared with shields and regen.
 
 In SE3, regenerators were actually useful because ships did survive long enough.
 Not only did weapons do about half the damage (relative to shields), but enemies were forced to divide their firepower a bit, since they couldn't change targets once the shooting started.  (If any ships were told to shoot at a ship that subsequently died, they couldn't pick a new target until the next round)
 
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				October 19th, 2004, 07:03 PM
			
			
			
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				 Re: A poll on three components 
 
	Quote: 
	
		| Slick said: It should be noted that the math is based on ">7" turns of taking damage, not just ">7" turns.  They do not generate shield points when shields are at maxumum.  And there are some caveats.
 
 Slick.
 
 |  Yeah, but there's the case of a carrier, that gets whomped at a warp point, then runs away launching fighters, will get it's seven turns to recharge, and be ready when ships are free to chase after it.
 
Likewise, the shields regenerate during the "missile dance" a heavily shielded ship does over a planet.  More so for bbq, I think, because pre-Gold does the missile dance worse, do I recall correct? |  
	
		
	
	
	
	
	
	
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