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Old August 22nd, 2001, 09:52 PM
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Default Re: The best weapons for a close combat ship?

quote:
Never made sence to me. Its like taking 20 marines and dropping them in a Automated Cruiser with
a different atmosphere (even gravity ) and in 10 minutes the cruiser is up and running and causing
damage. I could see disabling the ship or destroying the ship but just taking over the ship like that
and then being able to repair it next turn. It is a weakness in the game.
Hey, Each of those marines has 1000 tons of support equipment backing him up. (20KT component, 20 marines)

How about personal, powered exoskeleton spacesuits?
They should handle hostile environments.

Be sure everybody is fluent in the alien language, and let 100 tons worth of engineers on board once the ship is secure.

You've still got lots of tonnage for items such as:
Industrial Strength Batteries: Enough power to get the ship moving until the ship's own reactor restarts.
Computer/CommandCode Cracker: Either a "black box" style system for the marines, or a loaded computer terminal for one of the engineers.
Hull Patch Kit & Gas Tanks: Useful for restoring atmosphere on ships you've broken into, those without crews, or vaccuum breather crews.
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