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				September 11th, 2001, 04:28 PM
			
			
			
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 Corporal |  | 
					Join Date: Aug 2001 Location: Wisconsin 
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				 Re: Poll: Ship design strategy 
 Put me down for Nimble and Frail.
 My favorite is:
 
 BC
 Max Speed
 1 or 2 shields
 4 Large Mount PBB 5
 3 PDC
 
 Can get to bases, and can stick and move everything else
 
 
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				September 11th, 2001, 11:03 PM
			
			
			
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			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Re: Poll: Ship design strategy 
  quote:I had a DN filled up with about 6 of those (heavy mount) and in 30 combat turns it wouldn't even kill all the weapons on another DN that didn't fire back
 
 A specialty weapon does not leave any "excess" damage, so if it cannot destroy a weapon, it does nothing.  You need to use it against smaller-mounted weapons, or at point-blank range (to increase damage). 
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				September 12th, 2001, 04:09 AM
			
			
			
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 Lieutenant Colonel |  | 
					Join Date: Mar 2001 Location: Emeryville, CA 
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				 Re: Poll: Ship design strategy 
 Ya, I normally use tactical, so I can use the weapon killers where they will actually kill weapons.  Like I can have all my ships in range target an enemy PDC ship so any fighters I'm using don't get pulverized.  If it's a ship with only uber-sized guns, I'm not going to waste my firepower on it. 
Sometimes too I'll ditch the weapon killers on my attack ships and just put them on defense ships.  Their purpose is basically to kill if possible, and if not, severely maim, attackers.  Take out repair ships and you effectively kill an invasion while reinforcements arrive.  Would be nice if I could have more control over the combat AI so I could use this strategy in multiplayer (once I figure out what the heck is wrong with my computer     )
				__________________GEEK CODE V.3.12:  GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
 SE4 CODE:  A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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				September 12th, 2001, 05:31 AM
			
			
			
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 Private |  | 
					Join Date: Apr 2001 Location: Ocean City, NJ 
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				 Re: Poll: Ship design strategy 
 I generally perfer high ECM ships.  Usually only one shield generator, stealth and scattering armor, and longer ranged weapons.  The ECM and armor give -90% to Hit and along with my normal racial -25% to Hit allow my ships to Last even with a fairly low amount of shields. |  
	
		
	
	
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				September 12th, 2001, 04:40 PM
			
			
			
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 Corporal |  | 
					Join Date: Aug 2001 Location: Bris, QLD, Australia 
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				 Re: Poll: Ship design strategy 
 They do not have a tractor beam with a large enough range to be via able
 why would you need to drag something only 4 squares away closer ?
 
 i want something that can bring things in from 20 squares away
 
 ok going a bit over board there but you get the point
 
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 CyC
 The Person not the AI
 L+++ GdY $!+ Fr+ C--- S* T!- Sf++ Tcp++ A? M++ MpM RV Pw+ Fq++ Nd+++++ Rp++ G
 
				__________________CyC
 The Person not the AI
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				September 12th, 2001, 06:48 PM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Jun 2001 Location: Australia 
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				 Re: Poll: Ship design strategy 
  quote:Originally posted by CyC:
 They do not have a tractor beam with a large enough range to be via able
 
 why would you need to drag something only 4 squares away closer ?
 
 i want something that can bring things in from 20 squares away
 
 ok going a bit over board there but you get the point
 
 
What if you are using Ripper Beams with a range of 3 like my close combat class of DNs? In fact if you have two opposing ships each beefed up with over 100% defensive bonus (ECM, stealth/scattering armour, racial points...), that two or three squares in range makes a hugh difference in weapon accuracy.
 
By the way, a normal mount tractor beam operates exactly like a massive mount one, so you can forget about anything over a normal mount. That 20kt of space for the tractor combined with a 40kt heavy mount repulser beam (on my DN) is quite well spent in my opinion.
 
[This message has been edited by CW (edited 12 September 2001).] 
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				September 12th, 2001, 07:53 PM
			
			
			
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 Sergeant |  | 
					Join Date: Jun 2001 
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				 Re: Poll: Ship design strategy 
 I guess I go for Balanced muscle ships. First LC, then BC's. Skip Cruisers. Max engines and solar sail, speed 10. 5 large PPB, all armor, maybe one shield. ECM etc all standard. Then research Battleships and engines 7, so that the BB get speed 10 too. One PDC on each ship, plus a few dedicated LC PD ships. As weapons I use mostly PPB, later on added some shield depleters, and some null space ships especially against organics.  This is all on PBW , strategic combat. Retrofit all to have MC when you meet a Psychic race, and use SDD because of the low amount of shields you are vulnerable to boarding parties. |  
	
		
	
	
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				September 12th, 2001, 07:56 PM
			
			
			
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			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Re: Poll: Ship design strategy 
 What SE4 needs is an ER tractor beam.IE: Tractors that reach out 8-12 squares, and do 1-2 "pull" damage.
 
 EDIT:  I've already modded it, and it can be found in P&N v2, plus P&N Classic, maybe even earlier Versions.  Feel free to copy the ER beams.
 
 [This message has been edited by suicide_junkie (edited 13 September 2001).]
 
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				September 12th, 2001, 11:34 PM
			
			
			
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 General |  | 
					Join Date: Jul 2001 Location: Canada 
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				 Re: Poll: Ship design strategy 
 easy to mod.  Either create the weapon or add the range enhancement modifier for weapons.
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				September 13th, 2001, 01:03 AM
			
			
			
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 Lieutenant Colonel |  | 
					Join Date: Feb 2001 Location: iola, ks, usa 
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				 Re: Poll: Ship design strategy 
 Fast/Muscle hybrid.
 "Hit 'em fast and hard, then get the hell out of Dodge," as I like to say.  Tractor/Weapon/Repulsor strategy is mandatory for this philosophy.
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