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				February 11th, 2002, 01:30 PM
			
			
			
		  
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				Emp. Options/Strategies/Damage
	
			 
             
			
		
		
		
		Umm, I really don't understand what this is supposed to do.  I know the "damage targets until all weapons gone", but what are the percentages above it supposed to do? 
"Damage Percent per Ship" 
 Damage Percent per Planet 
 Damage Percent per Fighter Group 
and 
 Damage Percent per Satellite Group
 
They default at 80% / 100% / 100% / 100%.  I have no idea what they are for.  Any help for the witless out there?       
edit=typos
 
[ 11 February 2002: Message edited by: dumbluck ]  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 11th, 2002, 03:35 PM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		Here is my guess, though I would love to see a more confident answer. 
 
You can set the level at which your ships stop pounding one target and switch to the next.  This could be of use if you want to soften up a planet for invasion and, now that I mention it, the answer to a lot of complaints about planets getting glassed before an invasion fleet can come in.  Take out 30% and you will have wiped out the defences as well as a bit of population. 
 
It would also be useful if you are using shield bypassing weapons.  Knock out the guts of a ship, then move on to the next one.  Your ships will not “waste” a turn destroying the Last bit of each ship but take the fight to the next still fighting ship.  This way you would take the punch out of enemies faster, taking less damage yourself, or at least damaging a lot more enemy before going down.  They then have to wait around doing repairs while your “avenger fleet” comes to get them. 
 
Of course, I could be wrong and I can not test while sitting in the office. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				February 11th, 2002, 04:41 PM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		quote: Originally posted by Saxon: 
Here is my guess, though I would love to see a more confident answer. 
 
It would also be useful if you are using shield bypassing weapons.  Knock out the guts of a ship, then move on to the next one.  Your ships will not “waste” a turn destroying the Last bit of each ship but take the fight to the next still fighting ship.  This way you would take the punch out of enemies faster, taking less damage yourself, or at least damaging a lot more enemy before going down.  They then have to wait around doing repairs while your “avenger fleet” comes to get them.
  
I think that this is covered in the Emp. Options/strategies/firing, when you set the "target priority" or whatever.  Mine are usually set at " has weapons, nearest, most damaged, largest", so that once a target loses all it's weapons, the ship should move on to the next target.  I think.        
edit=typos
 
[ 11 February 2002: Message edited by: dumbluck ]  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 11th, 2002, 09:48 PM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		I have had good luck invading planets using ver1.49. Some planets still do get glassed. In most cases the population is just to small to survive the collateral damage. I have had my own worlds wiped out that way, the WPs would have survived if the population did. 
 
The damage percent makes some sense if using Shield and Armor skipping weapons. Very usefull for slowing down a invading fleet, especially an AI fleet without dedicated repair ships. 
 
It also makes some sense for use with boarding ships. No sense in wasting expensive boarding parties on a totally wasted hull. 
		
	
		
		
		
		
		
		
			
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				February 12th, 2002, 01:59 AM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		Yes, the "has weapons" is definitely a helpful one to put first for most combat ships - it does work. 
PvK
  quote: Originally posted by dumbluck: 
 
 
I think that this is covered in the Emp. Options/strategies/firing, when you set the "target priority" or whatever.  Mine are usually set at "has weapons, nearest, most damaged, largest", so that once a target loses all it's weapons, the ship should move on to the next target.  I think.          
 
edit=typos 
 
[ 11 February 2002: Message edited by: dumbluck ]
   
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 12th, 2002, 12:40 PM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		Back on topic, does anyone know what those percents are for??? Is Saxon right? 
 
[ 12 February 2002: Message edited by: dumbluck ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 12th, 2002, 03:49 PM
			
			
			
		  
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				Re: Emp. Options/Strategies/Damage
			 
             
			
		
		
		
		I believe that those percentages mean "reevaluate your targetting choice after doing this % of damage to your current target.   
"fire until weapons destroyed" will override the damage%. 
		
	
		
		
		
		
		
		
			
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