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				April 14th, 2003, 06:23 PM
			
			
			
		  
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				Lieutenant Colonel 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		How about bombs that only target weapons platforms?  (For those of us who like to practice "regime change with minimum civilian collateral damage"?)      
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 14th, 2003, 07:34 PM
			
			
			
		  
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				General 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Loser: 
Mining Satillite: satilite-only, very small, very limited shipyard.  This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns.  These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap. 
 
[edit] 
I forgot, these satilite-only shipyards would have exactly no capacity for repair.
			
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 Actually, repair does work with satellites. What does not work is consruction. Units cannot access the Build Queue. So satellites with repair bays (if you mod repair bays small enough to fit in a satellite) work fine. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 14th, 2003, 07:37 PM
			
			
			
		  
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				General 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		You know, we could have lots of fun with drones if the 'special' damage types worked with warheads. We have to get MM to fix that so we can have plague drones and Quad Damage to Shields warheads and other cool stuff. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 14th, 2003, 07:42 PM
			
			
			
		  
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				General 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by General Woundwort: 
How about bombs that only target weapons platforms?  (For those of us who like to practice "regime change with minimum civilian collateral damage"?)        
			
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 In the current patch WPs are always hit before other cargo anyway. How about a change to the way damage affects planets? Normal weapons should be nearly unable to completely slag a planet. You should need 'special' weapons to completely wipe a colony out. It's buildings and population spread over thousands of square miles, after all. And conversely, you should not be able to destroy military vehicles with ground-attack weapons. The current 'planetary weapons' are just high-powered 'normal' weapons that cannot target anything but planets. You can pound WPs to dust with them once you get in range. That should not be possible. 
 
IF we had a special damage type that canceled the 'damage to kill one population' ratio we could have normal weapons able to destroy planet defenses but NOT population at any reasonable rate, and planetary weapons able to use this special damage type and destroy population/facilities without being cranked up to huge damage levels that can paste planet defenses. 
  
 [ April 14, 2003, 20:55: Message edited by: Baron Munchausen ] 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				April 14th, 2003, 07:46 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Loser: 
Mining Satillite: satilite-only, very small, very limited shipyard.  This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns.  These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap. 
 
[edit] 
I forgot, these satilite-only shipyards would have exactly no capacity for repair.
			
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 See, when I think "Mining Satellite", I'm thinking a 110kt Sat so i can just squeeze a comp core and a mining droid in without having to spend a quarter-mil in research points and years of time... 
 
Thank god (or SJ, whatever     ) for Big Thinkers! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 15th, 2003, 01:12 AM
			
			
			
		  
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				Captain 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		
		
	
		
		
		
		
		
		
			
				__________________ 
				Those who can, do. 
Those who can't, teach. 
Those who can't teach, slag.
  http://se4-gaming.net/
			 
		
		
		
		
		
		
	
		
		
	
	
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				April 15th, 2003, 01:26 AM
			
			
			
		  
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				Brigadier General 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		hmm, Big Furry Gun? 
  
 [ April 14, 2003, 15:03: Message edited by: Rollo ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 15th, 2003, 01:35 AM
			
			
			
		  
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				General 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		Puke's weapon....  The SCI-FI Cannon... 
		
	
		
		
		
		
		
		
			
				__________________ 
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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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				April 15th, 2003, 01:37 AM
			
			
			
		  
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				BANNED USER 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		Long Range, Cheap, Small, and Weak beam for early game.  It Would cost a lot in research on its own tech tree.  The trade off being you could research 2 or 3 other cheaper techs to start with or this one. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 15th, 2003, 01:40 AM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: New Weapons
			 
             
			
		
		
		
		Hum what to name them?  Hyper BLasters? 
		
	
		
		
		
		
		
		
			
				__________________ 
				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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