Rail Guns and Fleeing when Shields...

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dazoline II
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Rail Guns and Fleeing when Shields...

Post by dazoline II »

How much will rail guns unbalance a ship fleeing when its set to Shields20, the default setting for ship types?

I'm wondering if you have a low amount of armour on something, say a destroyer and it gets smacked with rail guns is it possible for it to be destroyed before the "Run Away!" order is triggered, with its shields still sitting at 55%? Will this unbalance how some ships can usually escape a defeat? Is there an aditional setting now with regard to Armour20 or some such?

Thanks.
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Nedrear
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RE: Rail Guns and Fleeing when Shields...

Post by Nedrear »

Depends... will the railgun first destroy the shield chargers or the hyperdrive... a rail gun can totally immobilize or disarm an enemy. Even if it escapes after that it might not come far. On the other hand an immeadeate retreat would be moronic.
Anyway an ion cannon works a time, a railgun hits it dead on. I guess a lot of armor will be mandatory to prevent the quick death of important components like guns... or worse the reactor. No energy no weapon... no shields
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Sithuk
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RE: Rail Guns and Fleeing when Shields...

Post by Sithuk »

Rail gun tech might finally make armour relevant instead of just sticking with the current strat of placing a single armour unit on as at the moment.
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LoBaron
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RE: Rail Guns and Fleeing when Shields...

Post by LoBaron »

Good point!

This could be an issue on low flee settings, would be wise to implement
some similar setting for armor as there is now for shields.
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Canute0
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RE: Rail Guns and Fleeing when Shields...

Post by Canute0 »

Rail gun tech might finally make armour relevant instead of just sticking with the current strat of placing a single armour unit on as at the moment.

I dont think so, more armor just let the ship survive a bit longer. But the Rail gun ship will be mosttimes faster then the other one so it never can flee.
Only way is to use the warp drive instead to start the flee manover when you notice the attack use Rail guns.

Basicly a small ship can kill a Capital, it just need to survive the distance until it can shoot the Railguns.
After that the Railguns interrupt the weapons from the capital and its safe. The Big shield of the Capital prevent it from fleeing and not sure if the Self-repair can counter the damge of the Railgun.
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dazoline II
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RE: Rail Guns and Fleeing when Shields...

Post by dazoline II »

Sounds like the introduction of MTBs in naval battles 100+ years ago. The equivelant of escorts in DW now. The naval counter to them was building destroyers, although I don't think creating destroyers with a dedicated armament of ion cannons or something that can disable small fast ships will work as well in DW. I think the counter will probably be fighters.

ORIGINAL: Canute
Rail gun tech might finally make armour relevant instead of just sticking with the current strat of placing a single armour unit on as at the moment.

I dont think so, more armor just let the ship survive a bit longer. But the Rail gun ship will be mosttimes faster then the other one so it never can flee.
Only way is to use the warp drive instead to start the flee manover when you notice the attack use Rail guns.

Basicly a small ship can kill a Capital, it just need to survive the distance until it can shoot the Railguns.
After that the Railguns interrupt the weapons from the capital and its safe. The Big shield of the Capital prevent it from fleeing and not sure if the Self-repair can counter the damge of the Railgun.
Moscow by winter? Only if you send Fast Heinz to Kiev.
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