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				May 7th, 2003, 03:09 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Ruin tech (Again)
	
			 
             
			
		
		
		
		I find that the Massive Shield Depleter is so expensive that putting it on boarding ships is counterproductive as soon as your opponent discovers self-destruct devices.  You end up spending more than your opponent does unless there are *really* big ships around.  Just my experience so far. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				May 7th, 2003, 03:13 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		Massive Ionic Disperser is awesome tech if found earlier on. Ability to strip all low level shilds and burn all engines at once is priceless. You may also keep in mind that component-specific damage is not transfered from one shot to another. Thus, you can fire zillion ID I (damage 10 ) on contra-terran engine (damage resistance 15) for no avail !  
 
P.S> the numbers I use are from proportions, in plain SE they might be different. Sorry. 
		
	
		
		
		
		
		
		
			
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				May 7th, 2003, 03:51 PM
			
			
			
		  
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		I quite like putting the massive engine-killer on large weapons platforms. They get a good range and can immobilise pretty much anything before it can fire on your planet.  
 
The only trouble with that is that if you don't have ships, fighters or long-range weapons to finish them off, you can inadvertently blockade yourself. 
 
Of course this is with proportions where planetary cargo space is less of a problem. I might be more reluctant to use up that space for one of these weapons in a standard game.  
 
But yeah, I think all the massive weapons could stand to be stand to improved. Maybe a little extra range..? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				May 8th, 2003, 12:53 AM
			
			
			
		  
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		I think in P&N they have something like +100 to hit, on the basic principle of "huge anime plasma beam of death that cannot miss just because it's so big"     
		
	
		
		
		
		
		
		
			
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				May 8th, 2003, 04:50 AM
			
			
			
		  
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		Now that would make them worth using! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				May 8th, 2003, 05:54 AM
			
			
			
		  
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		massive planetary shielding. 5000 shield points. no vulnerable planets. 
		
	
		
		
		
		
		
		
			
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				May 8th, 2003, 06:56 PM
			
			
			
		  
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				Re: Ruin tech (Again)
			 
             
			
		
		
		
		
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				Originally posted by Ruatha: 
It can't really be random can it. In a game I got three fighter techs after each others!
			
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 Actually, if you put a tech in your research queue (doesn't matter if you've researched a single point on it or not), you won't find it in any ruins, but some other Tech. 
 
So in your example, if you had 'Fighters' in your research queue, you wouldn't have gotten the Fighter tech. 
 
(Of course, you could always get a terrible tech if you block what it should have been - that's why before you colonize some ruins, you should fill the 12 spots on your reserarch queue with all the Techs you don't want to discover...and you'll get another Tech     ) 
		
	
		
		
		
		
		
		
			
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