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  #1  
Old July 8th, 2002, 05:45 AM

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Default More questions, part 2

1. Can point defence cannons shoot down energy-based missiles/torpedoes?

2. What is the difference between meson and anti-photon bLasters? All I see in the descriptions is slightly varying amounts of damage. ...

3. A massive shield depleter is showing up as doing only "1K" damage. Is that a misprint of some kind? Also the fire rate is showing as 30, as in thirty. That can't be right.

4. If stealth armour is described as "only one component per ship effective" does that mean there's no pint adding more than one of them? Same for the other armours or do they stack?

5. What is the difference between fleet and ship training? That is, is there any reason not to build fleet training facilities only and keep all ships in a fleet, even if it's a fleet of one?

6. How does multiplex tracking work exactly? I watched some of my ships in action and it appeared that they didn't attack a second target after the first was destroyed even though they had weapons that had not fired yet.
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Old July 8th, 2002, 05:55 AM
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Default Re: More questions, part 2

Answers, part 1:

1 Point-Defense can shoot down units and any "seeker" weapons.

2 Meson BLasters have shorter range and less damage, but are cheaper to research and are smaller in size. Anti-Proton beams have larger range, more damage, more tech levels, but are expensive to research.

3 1k = 1000

4 You can add more - but there defense bonus won't stack. ie...1 gives 15%...but 2 won't give 30%

5 Ship training gives crew experience for each individual ship and fleet training gives experience for all ships in a fleet which are combined in combat. ie...ship with 5% ship experience and in a fleet with 10% fleet experience has overall 15% more experience

6 It depends on strategies and stuff. People have noted some inconsistenicies with it when the computer uses it. If you're in tatical combat, once one ship is destroyed, you must target the other ships you want to attack yourself.
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Old July 8th, 2002, 05:55 AM

Phoenix-D Phoenix-D is offline
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Default Re: More questions, part 2

"1. Can point defence cannons shoot down energy-based missiles/torpedoes?"

Yes

"2. What is the difference between meson and anti-photon bLasters? All I see in the descriptions is slightly varying amounts of damage. ..."

Keep watching. Meson is in the end cheaper to research, and 10 KT smaller, and it's damage does NOT vary with range. APB gets out to range 8 with higher starting damage, higher research cost, and a damage dropoff.

"3. A massive shield depleter is showing up as doing only "1K" damage. Is that a misprint of some kind? Also the fire rate is showing as 30, as in thirty. That can't be right."

1k. Correct.. one THOUSAND points of damage. Look a little better now?

30 is correct. Like the rocket pods, one-shot weapons.

"4. If stealth armour is described as "only one component per ship effective" does that mean there's no pint adding more than one of them? Same for the other armours or do they stack?"

The armor effect stacks; the 15% ECM bonus does not.

"5. What is the difference between fleet and ship training? That is, is there any reason not to build fleet training facilities only and keep all ships in a fleet, even if it's a fleet of one?"

They stack. Ship+fleet = total bonus

"6. How does multiplex tracking work exactly? I watched some of my ships in action and it appeared that they didn't attack a second target after the first was destroyed even though they had weapons that had not fired yet. "

Multiplex is.. odd.

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Old July 8th, 2002, 05:56 AM
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Default Re: More questions, part 2

Point defense can shoot at seekers and fighters automatically. The direct fire weapons are resolved instantly, and cannot be shot down.

Mesons vs APB differ in research costs, build costs, size and damage/kt. The major difference is that APBs increase in damage at shorter range, while meson bLasters are equally powerful at all ranges.

Massive shield depleters are designed to be one-shot weapons. The 1K is because there is not enough space in the summary to write out the full number.
1K means anything from 1000 to 1999 damage. If you check the component, you can see exactly how much it does.

For Stealth armor, it is the ECM ability that is one per ship effective. Adding more armor segments will increase the hitpoints of your ship, but there are other armors that do a better job of that anyways.

Ship and fleet training have the same effect, and stack with each other. A ship with +50% in both will have a +100% bonus to both attack and defense. Placing ships in trained fleets, even if alone, is a good idea.

Multiplex allows the ship to fire on multiple targets in the same turn. Whether your ship does or not and how to make it do so, is a question for the AI guys and Strategic Combat Strategists of the forum.
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Old July 8th, 2002, 05:57 AM
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Default Re: More questions, part 2

Ha Ha Phoenix...

Beat You!!! I guess cutting and pasting the questions did you in!

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Old July 8th, 2002, 05:57 AM
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Default Re: More questions, part 2

and Suicide Junkie too!

I'm on a roll!
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