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March 26th, 2001, 04:35 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Does Anyone Use Escorts?
I have an idea that I haven't seen below; I'll try to test it today if I find time (unless someone else has already tried & failed):
Keep the idea of requiring more engines per move (or whatever it really means) for larger ships; then, create special engines for the larger ships. Require research in both propulsion and ship construction to unlock the "larger" engines. These larger engines would provide more movement points per engine (and possibly more supply storage), thus reducing the number of engines required on the larger vessels. Now, here's the part that needs testing: limit the larger engines for use on larger ships using the "Custom Groups" mentioned in the Components and VehicleSize files. I'm not certain if the Custom Groups work or not. I also know there may be a glitch with providing more supply storage in engines, as the AI will create ships with "extra" engines (as in illegal ship designs) because it's using the engines in place of supply storage. That could be "fixed" by increasing the capacity of the existing supply storage component, but that could change the balance of the game as well.
Obviously, this would also require modding the AI vehicle design files, but I'm sure the modding community is very good at that... 
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March 26th, 2001, 04:39 PM
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Major
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Re: Does Anyone Use Escorts?
A post that's slightly more on topic (at least the original topic for this thread):
Escorts are great for medical bay ships. Fast build, no extra components, just engines, bridge/etc., and a medical bay. Cure plagues fast...
As others have mentioned, I also use them for sensor ships. Not that I can initiate combat in nebula systems, even with the sensor ship in my fleet, but at least I can follow the enemy vessels...
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March 26th, 2001, 06:57 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Does Anyone Use Escorts?
quote: Not that I can initiate combat in nebula systems, even with the sensor ship in my fleet, but at least I can follow the enemy vessels...
Are you saying that no battles can occur in a storm system? Does that mean that my space station in the storm system is invulnerable?
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March 26th, 2001, 07:22 PM
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Colonel
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Join Date: Feb 2001
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Re: Does Anyone Use Escorts?
I use em in the scout roll, Quantum engines and solar Sail III and nothing can catch em, just dont let em get close enough to use beems on you 
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March 26th, 2001, 09:12 PM
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Major
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Re: Does Anyone Use Escorts?
quote: Originally posted by suicide_junkie:
Are you saying that no battles can occur in a storm system? Does that mean that my space station in the storm system is invulnerable?
Possibly; I haven't tried to initiate combat in a storm sector, but I have tried (unsuccessfully) to initiate combat in nebula systems. It may be a bug; or it may be that _both_ sides need to have the appropriate sensor technology for combat to occur.
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March 26th, 2001, 10:02 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Does Anyone Use Escorts?
I've not had any problems with combat in nebulas. The only problem is spotting the enemy. Shields don't work in the nebulas though.
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March 26th, 2001, 11:16 PM
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Corporal
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Location: Minnesota
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Re: Does Anyone Use Escorts?
Personally, I've modded my Escorts and Frigates to have 8 and 7 engines. Works out really well too. With 8 engines escorts are perfect for scouting... just add 2 supply pods. Frigates work great with 7 movement as well. Makes sense in my mind... Smaller ships should be fast, but weak. That is the point of them.
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