
March 27th, 2003, 08:54 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Things in SEIV I never knew about....
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Originally posted by Phoenix-D:
"This is a big part of the reason why the Talisman has always been horribly unbalancing. Nothing should ever give 100% to hit rate."
It can if it was other things backing it up. Like being really frigging expensive. It's already 50kt in size..how about 50kt, 4000/4000/4000 cost?
Phoenix-D
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It should still not be 100% guaranteed to hit. There should always be a chance of failure.
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Originally posted by Gryphin:
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn.
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This is why you stack the build orders so that only some SYs are using orgs and rads on a turn.
Quote:
Originally posted by Master Belisarius:
quote: Originally posted by Ward:
Ships not armed with direct-fire weapon do not gain experience from battles.
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Agree, except for the "Ramming Ships".
Yea, the ramming ships will gain experience when destroy other ships using their hulls... The reason that missile ships do not gain experience is that the ships themselves do not do any damage or cause any deaths. The missile units are what do the damage when they hit the enemy ships. The game technically assigns an experience point to the missile (or it would if units could gain experience) for the kill. This is the same as carriers not gaining experience for the kills made by the fighters they launch. Ramming ships can gain experience because it is the ship itself that does the damage.
[ March 27, 2003, 18:59: Message edited by: Imperator Fyron ]
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