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  #21  
Old May 9th, 2003, 05:22 AM
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Default Re: How do you quickly build warp modules?

Quote:
Originally posted by Phoenix-D:
"So can a few 1000 large shield troops."

Troops can be killed from orbit; militia can't unless you bombard down the population (and, incidently, destroy facilities)
Unless you use Neutron Radiation bombs, which kill only population. But, this all requires tactical combat. In strategic combat (where all of this actually matters, for MP games), troops will not be destroyed by continued bombardment when there are troop transports attacking. The WPs always get destroyed first, and ships stop firing on the planet once all WPs are gone.
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  #22  
Old May 9th, 2003, 10:58 PM
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Default Re: How do you quickly build warp modules?

Quote:
Originally posted by Ed Kolis:
In P&N, give them the Cheap Component mount!
Oh, that's what I want on my ship, a crappy Warp Opener! I can have all the fun of it accidentally opening a gate into, oh, I dunno, HELL?
Quote:
Originally posted by Ed Kolis:
Reduces the component's hitpoints by 50%, sure, but it takes 20% off the cost - your warp opener probably wouldn't survive a combat anyway
Considering it doesn't even survive being used that might not be a problem. It'll proably take less stuff to repair, too.
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  #23  
Old May 9th, 2003, 11:14 PM
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Default Re: How do you quickly build warp modules?

Actually, all components are equally easy to repair - a Repair Bay I can fix 3 warp opener components in one turn, or it can fix 3 armors in one turn, it doesn't care!
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  #24  
Old May 9th, 2003, 11:23 PM

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Default Re: How do you quickly build warp modules?

Quote:
Originally posted by billb in Austin:
A warp module costs so much, about 60K points or something, that even if you try to remodel a dreadnaught several times over I do not think it is possible to get it built in one turn.
I think you can build one in about 7-9 turns using a series of retrofits, and the final cost is only about double.
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