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RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 1:50:45 AM   
Spacecadet

 

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quote:

ORIGINAL: Kayoz

A few questions:

Tractor beams:
    1. Do tractor beams interfere with hyperspace? Or do you still need a warp disruptor field to stop it?
    2. Do tractor beams apply vector force? If, for example, your ship is in front of the other ship, will you be increasing it's speed?
    2a. Do ship settings apply, such that the presence of tractor beams in a combat will affect their ability to determine the range of the engagement? What happens if both ships have tractor beams, but different preferred engagement ranges - say, one is armed with blasters and the other with missiles - what happens here?
    2b. Does size/thrust of the ships apply? If a tiny escort ship uses a tractor beam on a ship the size of a world destroyer, is it similar to a flea trying to stop a Clydesdale?

*edit*
    3. Are tractor beams "pull" only, or "push/pull"?
    4. Do tractors apply to "wildlife"?


Boarding actions:
    1. What influences the number of defending boarding parties? Is it purely based on the number of habitation modules?
    2. Do any unused boarding pods of the defender contribute to the defender's force?
    3. Do ships with troops loaded benefit from the troops they are carrying?



Tractor Beams

1. If I understand you correctly, a ship that is getting "hit" by Tractor Beams can escape via HyperSpace.
2. I believe so, or even decrease it if the push aspect is being used.
2a. Each level of Tractor Beam has a Range, Pull Power, Rate of Fire, and of course decreasing value per 100 .
2b. I believe this is factored in somehow with the Pull Power rating, but I don't know the details.
3. As Bingeling said, there is Push/Pull.
4. I'm pretty sure I've seen some of my ships pull Kaltors in.

Boarding

1. Each Habitat Module adds a certain amount of Boarding Defense.
- Assault Modules add on top of that, and there are various levels of Assault Pods.
2. I believe Bingeling has this, but there is also a cooling/recharge value too, not sure how that factors.
3. This I don't know.






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Post #: 61
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 2:14:44 AM   
Erik Rutins

 

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quote:

ORIGINAL: Spacecadet
Boarding

1. Each Habitat Module adds a certain amount of Boarding Defense.
- Assault Modules add on top of that, and there are various levels of Assault Pods.
2. I believe Bingeling has this, but there is also a cooling/recharge value too, not sure how that factors.
3. This I don't know.


On #1, Hab modules, Ready assault pods (that are still on the ship, not launched), Troops on the ship, and Tech
On #2, Yes
On #3, Yes, very much

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Post #: 62
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 4:36:42 AM   
Kayoz


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quote:

ORIGINAL: Erik Rutins
On #1, Hab modules, Ready assault pods (that are still on the ship, not launched), Troops on the ship, and Tech

Bugger.

I thought it might be possible to nick a troop ship and take possession of the troops on board - and thus gain the ability to invade planets.

I guess I'll have to go through the laborious process of becoming a planet-controlling empire in the usual manner (it was mentioned that at some point, pirates can fully control planets, allowing them to colonize, invade and such).

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Post #: 63
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 4:52:54 AM   
peddroelm

 

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Question - can pirate factions acquire colony ships ? (find abandoned one // or perhaps even capture from empire factions) ?

If so can they use it actually start a colony under their faction control and then use it build more colony ships from there ?

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Post #: 64
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 7:07:32 AM   
Kayoz


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quote:

ORIGINAL: peddroelm

Question - can pirate factions acquire colony ships ? (find abandoned one // or perhaps even capture from empire factions) ?

If so can they use it actually start a colony under their faction control and then use it build more colony ships from there ?

Ooohhh! Hadn't thought of that - instant pirate colony!

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Post #: 65
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 9:13:59 AM   
Bingeling

 

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quote:

ORIGINAL: peddroelm

Question - can pirate factions acquire colony ships ? (find abandoned one // or perhaps even capture from empire factions) ?

If so can they use it actually start a colony under their faction control and then use it build more colony ships from there ?

They for sure can find them, but I am not sure if they can use them. I killed a pirate colony ship in my AAR, and it appeared to be just 'sitting there'.

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Post #: 66
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 9:40:36 AM   
Shark7


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quote:

ORIGINAL: Bingeling

quote:

ORIGINAL: peddroelm

Question - can pirate factions acquire colony ships ? (find abandoned one // or perhaps even capture from empire factions) ?

If so can they use it actually start a colony under their faction control and then use it build more colony ships from there ?

They for sure can find them, but I am not sure if they can use them. I killed a pirate colony ship in my AAR, and it appeared to be just 'sitting there'.


They can capture them just like any other ship as well.

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Post #: 67
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 10:08:24 AM   
Bingeling

 

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About tractor beams. I was watching an automated empire quite far into the game (high tech levels). My boys attacked a large spaceport.

They were hanging back, lobbing torpedoes at it (the typical ship setting for stronger target). Not completely parked, one of them edged too much forward. A tractor beam shot out from the spaceport, dragged the cruiser in fast, and annihilated it quickly.

I found that way too cool when watching it

http://www.youtube.com/watch?v=ZseSGsAxpD4

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Post #: 68
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 10:31:10 AM   
Kayoz


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quote:

ORIGINAL: Bingeling
A tractor beam shot out from the spaceport, dragged the cruiser in fast, and annihilated it quickly.

Hrmm - I wonder if who wins the tractor contest is determined by size or number of tractor beams? It can't be thrust, as the port has none at all. Perhaps a combination of all?

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Post #: 69
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 10:37:35 AM   
Bingeling

 

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quote:

ORIGINAL: Kayoz

quote:

ORIGINAL: Bingeling
A tractor beam shot out from the spaceport, dragged the cruiser in fast, and annihilated it quickly.

Hrmm - I wonder if who wins the tractor contest is determined by size or number of tractor beams? It can't be thrust, as the port has none at all. Perhaps a combination of all?

Thrust would not make sense. They reel stuff in, they don't just drag them along. I figure tractor tech and size matters. There are also two different tractor lines. One is a bit longer range and less powerful.

I must admit that new gizmos (or pirates) is not what I have spent the most time on.

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Post #: 70
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 11:40:26 AM   
ASHBERY76


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Does race play a part in boarding power.100 Mortalens would be more effective than a 100 Teekans, one would think.

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Post #: 71
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 1:10:39 PM   
Franky007


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Regarding font size, apart from the option to increase the detail screen size in the lower left, are there other areas where the font size have been increased ?

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Post #: 72
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 2:39:34 PM   
TanC

 

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Just when I thought there were a lot of changes already...the additional details are juicier! Keep 'em coming!

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Post #: 73
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 3:34:17 PM   
Spacecadet

 

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quote:

ORIGINAL: ASHBERY76

Does race play a part in boarding power.100 Mortalens would be more effective than a 100 Teekans, one would think.


I don't think so, but I'm pretty sure it affects Raiding parties on planets, as "Planet Type" is one of the factors used in Force strength calculations.

I haven't played Pirates, but I've been on the receiving end . . . many times

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Post #: 74
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 4:25:57 PM   
Erik Rutins

 

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quote:

ORIGINAL: peddroelm
Question - can pirate factions acquire colony ships ? (find abandoned one // or perhaps even capture from empire factions) ?

If so can they use it actually start a colony under their faction control and then use it build more colony ships from there ?


Yes they can, but pirates don't have the population to completely control a colony without building up to that the hard way. As a pirate, finding a colony ship before you've transitioned to a planetary empire allows you to start a new independent colony whereever you choose. You can start that colony right near your main base and then set about gaining complete control over it, but you don't start out owning it outright the way a planetary empire would.

Regards,

- Erik


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Post #: 75
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 5:12:06 PM   
Kayoz


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quote:

ORIGINAL: Bingeling

quote:

ORIGINAL: Kayoz

quote:

ORIGINAL: Bingeling
A tractor beam shot out from the spaceport, dragged the cruiser in fast, and annihilated it quickly.

Hrmm - I wonder if who wins the tractor contest is determined by size or number of tractor beams? It can't be thrust, as the port has none at all. Perhaps a combination of all?

Thrust would not make sense. They reel stuff in, they don't just drag them along. I figure tractor tech and size matters. There are also two different tractor lines. One is a bit longer range and less powerful.

I must admit that new gizmos (or pirates) is not what I have spent the most time on.

Is there any benefit from having multiple tractor beams on a ship? Or is it like repair modules, in which any past the first only offer benefit in redundancy?

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Post #: 76
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 7:23:22 PM   
hadberz


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quote:


Is there any benefit from having multiple tractor beams on a ship? Or is it like repair modules, in which any past the first only offer benefit in redundancy?


It's redundancy as far as I can tell. When adding more than one to a ship there is no indication that the pulling power stacks.

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Post #: 77
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 8:55:10 PM   
Spacecadet

 

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quote:

ORIGINAL: hadberz

quote:


Is there any benefit from having multiple tractor beams on a ship? Or is it like repair modules, in which any past the first only offer benefit in redundancy?


It's redundancy as far as I can tell. When adding more than one to a ship there is no indication that the pulling power stacks.


It might make it quicker to fire it a second time (if it uses one at a time), but I have seen ships shoot out multiple Tractor Beams before.



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Post #: 78
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 9:01:39 PM   
Bingeling

 

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I am confused by gravitic and tractor stuff. So I am not sure if large ship fire many gravitic, or many tractors. But why would they fire gravitic weapons at many targets at once? That makes sense for tractor beams (get the little buggers close).

I had an alien design capital just annihilate some 10-ish destroyers. Drag them close and kill them. Capitals used to be deadly in the early game, but I think escaping was easier.

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Post #: 79
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 9:05:24 PM   
Spacecadet

 

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quote:

ORIGINAL: Bingeling

I am confused by gravitic and tractor stuff. So I am not sure if large ship fire many gravitic, or many tractors. But why would they fire gravitic weapons at many targets at once? That makes sense for tractor beams (get the little buggers close).

I had an alien design capital just annihilate some 10-ish destroyers. Drag them close and kill them. Capitals used to be deadly in the early game, but I think escaping was easier.


The Tractor Beams are a lighter Blue, the Gravitic weapons are more a Green/Blue.



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RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 9:16:08 PM   
Kayoz


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quote:

ORIGINAL: Spacecadet
It might make it quicker to fire it a second time (if it uses one at a time), but I have seen ships shoot out multiple Tractor Beams before.

Should be quick and easy to test.

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Post #: 81
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/19/2013 10:55:06 PM   
hadberz


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quote:


Should be quick and easy to test.


Spacecadet is correct. The ship will shoot two beams if you have two tractor beams installed. Sometimes it only fires one beam. I imagine the more installed the more beams it could shoot out. I only use two installed on my ships.

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Post #: 82
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/20/2013 12:49:52 AM   
Arcatus


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: feygan
Just wondering how the original and ROTS story events fit in with shadows? If the timeline is set in a postwar period before great empires, do we take our empires up from prewarp all through the first two story lines as in one massive story arc?


Yes, that's exactly what you can do.




Wait? what?

How could that work? As far as I can see "genetically engineering of space creatures" isn't in the new feature notes..

Or is the first shakturi war pre-pre-warp?

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Post #: 83
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/20/2013 1:17:49 AM   
Erik Rutins

 

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Here's some background from the manual:


SPOILERS BELOW


Background Information: Pirates and the Age of Shadows


The original Distant Worlds and the first two expansions, Return of the Shakturi and Legends, told a story that was set in roughly the same time period, with Return of the Shakturi intended to continue where Distant Worlds ended and Legends overlaying both previous storylines.

If you have not yet played through all the Distant Worlds storylines, this section will contain some spoilers, so be warned, but they also help explain the setting of Shadows.


Distant Worlds: Shadows, however, is intended to take place before the original Distant Worlds game and the events told in that and the following storylines. The Age of Shadows is the time period after the cataclysm that befell the galaxy at the end of the first Great War against the Shakturi but before the previous planetary empires recovered enough to return to space and rediscover their history.

After the first Great War between the Freedom Alliance and the Shakturi, the remaining fragments of civilization in the galaxy collapsed and those who remained found themselves engaged in a desperate struggle for survival that at times looked certain to fail. As they realized the terrible fate that had been unleashed on them, the Shakturi went on a final rampage that was halted only as the last of them perished to the virus. The Xaraktor virus itself was still actively spread through its genetically engineered carriers for many years after the Shakturi themselves were eradicated from the galaxy.

The planets themselves were the worst affected. Multiple waves of plague swept over them through decades, as the Kaltors continued their grim work. Along with the terrible casualties, most of what was previously known was lost.

Only in space did some knowledge survive. Here the few remnants of the fleets of the Freedom Alliance and the Shaktur Axis initially continued to fight each other as well as the Kaltors. They recognized that the planets, where the plague was still active, held no future for them. Attempts to recolonize or restore civilization during this time all failed. They realized that to survive, they needed to remain in space, to remain mobile and evade the Kaltors until the planets themselves were either free of plague or devoid of population.

Over generations, these nomadic survivors scavenged, built and re-built their ships and bases many times. Many perished, but more survived and while they were unable to maintain the level of technology that had once been, they still knew how to travel faster than light, how to exist in space, to mine for the resources the needed and how to build fast and powerful ships that could protect them from the Kaltors and other menaces.

Over time they also lost their common identity and separated into smaller factions, each with different goals. Some, following blindly in the footsteps of their Freedom Alliance ancestors, foresaw a future where they would be able to once again establish a more orderly galaxy, with colonized planets, trade and an organized military. Others, either because of the trials they had been through or because of their origins with the Shaktur Axis, were more concerned with raiding, pillaging and destroying what was left, until they would sit alone as the final survivors of a dying galaxy. These then, are the “pirates” of the Age of Shadows.

On the planets, over many generations the virus finally went dormant, allowing civilization a chance to re-establish itself. The Kaltors themselves became more rare, largely because of the actions of the survivors in space, but also bred and mutated across generations until they also no longer carried the virus. The planetary survivors multiplied and with the help of a few remaining stories and the ruins of their ancestors, rebuilt a basic level of technology and began to repopulate their worlds.

The space-based survivors were busy enough surviving and fighting each other that at first the recovery that was taking place on the few remaining inhabited worlds went unnoticed, but eventually the exploration ships of the pirates discovered that the worlds they previously thought to be tombs now had the beginnings of new civilizations, already with population in numbers that far exceeded the survivors in space, but with technology that was much more primitive. The response of the pirates to these newly discovered planets varied, and in some cases they simply ignored them while they dealt with their own problems. For the most part though, they made contact, in some cases peaceful to trade for resources and food, in others hostile to pillage and take what they would in goods and slaves.

This is where the Age of Shadows in the game begins. The planetary civilizations have regained enough technology to return to space, but only within their systems. The pirates have better technology and knowledge of the galaxy. Two futures are possible. The first is one where the planetary civilizations expand into space and regain a measure of their former glory, following along the original storyline. The second though, is a very different future, where the pirate factions are able to manage the rise of the planetary civilizations, control them, exploit them and eventually conquer them to establish an entirely different kind of galactic order, depending on which type or pirate emerges triumphant.

The Age of Shadows, in short, is a struggle for survival and an ongoing battle to determine the future of the galaxy. Will it be a strong, united and advanced galaxy that the Shaktur find on their eventual return, or simply smouldering ashes?


< Message edited by Erik Rutins -- 5/20/2013 1:18:38 AM >


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Post #: 84
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/20/2013 10:42:52 AM   
Arcatus


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quote:

ORIGINAL: Erik Rutins

Here's some background from the manual:

(...snip...)




Very, very cool. The pirates in legends (and pirates in general actually) kindof bothered me story-vice. But it all makes sense now

I know exactly how I want to set up my first game. Can't wait!

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Post #: 85
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/20/2013 12:56:53 PM   
2guncohen


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For the guys who played it in test fase how far can you go with the modding ?

Gr 2 Gun

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Post #: 86
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/22/2013 1:59:58 AM   
Spacecadet

 

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While we're waiting for more news on the release, I mentioned that Empire distribution had been tweaked.

Here's a typical view of how Empire distribution currently looks.

The settings for this game start up were two at "Average" distance, and the rest at "Distant", of course this doesn't include Independents that become Empires, but I think you can get a rough idea of what to expect with Shadows







Attachment (1)

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Post #: 87
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/22/2013 2:45:09 AM   
Kayoz


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quote:

ORIGINAL: Spacecadet
Here's a typical view of how Empire distribution currently looks.

Looks exactly like what I'd expect in 1.7.0.20. Still a group of 3 tightly packed at the top, and a pair nearby - and the bottom left empire is all alone.

No change that I can see.

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Post #: 88
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/22/2013 2:54:30 AM   
Spacecadet

 

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quote:

ORIGINAL: Kayoz


quote:

ORIGINAL: Spacecadet
Here's a typical view of how Empire distribution currently looks.

Looks exactly like what I'd expect in 1.7.0.20. Still a group of 3 tightly packed at the top, and a pair nearby - and the bottom left empire is all alone.

No change that I can see.


Hmmm, typically I was seeing most of the Empires grouped together along one edge of the map.

To me, there's a world of difference.

It's not perfect, but to me it's been much improved.





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Post #: 89
RE: DW : Shadows - notes as an Empire in the Age of Sha... - 5/22/2013 3:32:20 AM   
Spacecadet

 

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Another thing I mentioned was how much of an Energy hog the Warp Bubble was.
Also, the issue was brought up where Explorers essentially had the full range of the Galaxy.

Lets take a quick look at that.
Here's the typical Design for an Explorer once the Warp Bubble is discovered:





Wow, .43 Sector Range, not even as good as a Constructor . . . and this is not even with the full capacity of the Warp Bubble being used (note the Speed).


Attachment (1)

< Message edited by Spacecadet -- 5/22/2013 3:56:09 AM >


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Post #: 90
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