Shadowbound
Incorrugible
- Joined
- Mar 4, 2007
- Messages
- 4,078
Watching.
If the Fission Drive is 1 or 2 Size larger or 1 or 2 Mass heavier then literally nothing of importance changes. You shouldn't be randomly mixing Fission and Deuterium Drives anyway if you can just use the latter, that's madness.
Yes.
Can't seem to reproduce this? Do remember range is non-linear, adding more becomes progressively harder.
Just to make sure I'm reading it properly: in addition to one repair action per turn, an engineering bay only allows for one construction per turn as well? Also, are these two mutually exclusive, or can you do both once per turn?
This isn't true whatsoever. Everything that can get more Init can use it. 2 Init, 6 Dodge is only proof through like 3 Init at LR. At 0 Init, 6 Dodge, you're up against an 18% hit rate at LR through 3 Init. Init goes up, you get slagged, unless yours does likewise.but particle ships don't need a massive Int bonus
Takes 23 Refined Jammers, Scanners, Computer Module, and a full Command Deck/Staff suite to get up to 7 LR Jamming. It's 23 in CR, but you have to get there and not immediately die to reap the benefits of that. Also takes refined Metal Capacitors to reasonably power it and heat is a serious problem.Might just be more cost effective to zero everybody's init out with stacked refined jammers if you're a particle fleet. At least it gives you enough time for your fighter swarm to close.
Can planetside installations completely ignore heat concerns, or do they have some arbitrarily high limit (as I'm finding in the designer)?