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Huperdrive, Sublight and Meneuverability

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I am interested whether the weapon recharge is cumulative or not. I mean:

1. Do different weapon systems affect the fire rates of each other (x TL + x ion + y recharge against x TL + y recharge)?

2. Do different fire arcs affect the fire rates of each other (x TL on all arcs + y recharge against x TL on front only + y recharge)?

 

1. Yep. Per my post of Wed Nov 12, 2003 6:56 pm, there appears to be just one recharge. Removing the lasers but leaving the recharge meant that the TL fired much faster. I'm not certain, but it is possible that lasers recharge faster than TL & ions and that's why recharge on laser ships is 2/3*lasers/10, rather than the customary weapons/10.

 

2. Good question. Instinctively I'd say yes, recharging weapons on a now non-facing arc would slow down recharging of weapons on the facing arc, but I've no proof for that.

  • 1 month later...

I noted that someone mentioned the lowest they could go with a greater effect was 40 for the Hyperdrives before something messed up.

 

Well at first I tried 150 for the hyperdrives, and realized that made things very very slow.

 

So I put it at 1.

 

Ever since every ship with a Hyperdrive value of 1 reaches any planet in 1 day.

 

So I hope I am not the only person with a game that can actualy accept a value of 1 for a Hyperdrive rating. Because then 1) I have to prove it, and 2) thats gotta suck. LOL.

 

Yes, the game is crap when the hyperdrive is that low, there is no way for the oposite side to win when you do that, its very silly, but when you balance things out, it CAN be much more fun, being that the traveling times are non existant anymore (minus lone Characters, horay for Han).

 

So, let me know if your talking about an old version of ReEd or something, cuz a value of 1 works for me without any issues whatsoever.

  • 2 weeks later...

:lol: Well dude's maybe I miss up this info in the thread above but this is what my study in the Protectorate say's:

 

according to the old weapons department data info pad : :wink:

 

1.Yes hyperdrive set to low is faster....see Millennium Impera. :wink:

also for sub light speed and maneuver slower is bad more is better :)

 

2.Lower recharge rate for weapons means more time until next fire, second there seem to be a close correlation between the power of the weapon and the time required to recharge...for better recharge increase the rate ....same goes with shields.

 

3.We suspect that is some difference between the power generated output of different categories of ships ,and the lasers and cannons work best in connection. If you ad 400 ion to a ship and no lasers it will zap the normal Corel.corv shields in 3 shots !

 

4.There are different parts of a ship so different zones of damage ...if you hit in the back you will destroy the engines first,...I guess the shields are up...and the rest I have to try... :lol: ....make a ship 300 ion and 10 laser and you can operate surgical on an enemy ship :) see Patrol Dred. :wink:

 

5.Yes a ship can fire all 3 weapons just don't forget to add range to the weapon!!! ... :lol:...but it will eat from the weapon power and recharge time....need to work on that for more info...or I will check with DeathSquire :)

 

6. Ho knows about the detection rate ?! I suspect more will make the ship to detect more incoming ships...hmmm...from hyperspace ?! next to planets ,...more....-> more planet's cover whit detection ?

 

7. How I make a ship less detectable ?

 

8. More repair rate slower the repair . See Nemesis Cruiser. :wink:

 

hmmm....that's all for now :idea:

Edited by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

sorry two post's :oops:

Edited by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

As far as I know detection is the same for anything in the game able to detect other characters on missions, facilities on planets, etc.

 

THe higher the detection rating, the more likely the ship should be able to detect a mission.

Hmmm...ship's can detect missions ?!...I was refering to the incoming hyperspace signature in RebEd is in the ships data right up a number for this :) ? what is doing that ?!

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

The ships in game have Hyperspace Signatures?

 

Well, I am pretty sure all things can detect in the game, that includes planetary defences and shields, possibly even mines and refineries. Also, the populace of a world may also detect for you. I am guessing.

Are you sure that a lower damage control is better?

I thought it worked in union with the hull points, so 100HP/20DC is better than 1000HP/100DC.

 

Espionage missions can detect incoming fleets.

Take a look at the ratio differences between the Gunship and the Mon Cal Cruiser. The gunship is one of the fastest to repair in the game (with 300 hall value if I am not mistaken) and the Mon Cal takes the longest. So you should get your answer from that.

 

I am poor at math, though good at logic (and great with those sorts of paradoxs) so you would have to run the numbers.

It is a damage repair rate ,I gues, in the upper left of a ship in RebEd ....bigger means longer repair time for Aa ship ... and I was speaking about the ship's detection rate ....this is my mistery... not the caracthers ....that's simple... :)

 

....btw did you know that La_Forge is from Hungary as I am from Romania !? :)

 

Seeya.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

Are you sure that a lower damage control is better?

I thought it worked in union with the hull points, so 100HP/20DC is better than 1000HP/100DC.

 

Espionage missions can detect incoming fleets.

 

I think vakundok is right, that the damage control rate is a ratio to the hull. I'm not positive, so I don't know if higher or lower is better. Do some tests. Give a Corvette or something super high then super low damage control, then enter the game and fly one to Coruscant. See which one stands up better. :wink:

http://img51.exs.cx/img51/4190/boylecopy0zn.jpg

Well then maybe the detection rating is the ships "signature" as you put it, whereas the higher the rating, the esier it is to detect a ship or something like that.

 

Theories, I have no definate answer.

I believe it is the same detection as any other... In other words, it is the ability of the thing to detect enemy missions. Read the original Sullustan Infantry card. It says they are great at detecting missions, and they have the highest detection rating.

 

A great way to test these things is to change the vaules to ridiculous highs and lows and play the game (preferably a saved game) and see what happens.

 

I've noticed the computer AI does seem to take detection into account when building units and likes higher detection units. (ditto for bombardment) Although that could just be an illusion...

:D:P Droids Rule! Fleshies Drool! :P:D

The problem with making things really high and really low whether all over the board or not is that many times the game crashes when you play it.

 

I know if I change almost everything around in RebEd, even when its only by small incriments, the game crashes on me.

 

But if you only made single changes like that every time, you should be able to come out with the right answer.

 

I will be doing my own testing next week anyways. Ill let you know what I test, the numbers, and what I get out of it.

I searched that kind of extrems numbers when I designed the Millenium Impera ,The Patrol Dre. and the Nemesis Cruiser.....still I do not know what is a ship "radar" signature and what it is his capabilty to detect incoming fleet's ...I belive only characters or troops can detect sabotage missions ?! Maybe the troops can't identify a mission but they can cose problems to it ...as capture for ex. :)

 

We need a tester guy ! :)

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

In SWR manuel, it states that if you have ships in a Blockade (not necessarily with any taskforces, characters, or fighters) that they have an ability to detect persons trying to break through the blockade (and capture them) or trying to get into the planet through the blockade.

 

I have caught people before with a fleet without any characters, special forces, OR fighters onboad.

 

So Capital ships MUST have a detection rating.

aha...now I see...I kind off know that...the question and an important on is how come sometimes fleets appear before they arive and the enemy can see them ....once all the ships ...once only that a fleet is coming ...so ho is detecting incoming fleets and how ?

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

Good question. Could be a combination of things, but I would most likely atribute that to ether simple game errors (though I havent really found any SWR errors before) or simple planetary detection of the fleet inbound.
I suspect that is no error ...also no facilities can detect that....but only the ships detection capability or that of fighters ....maybe a combination of two.....somewane should make a multiplay and test this...hmmm...I remember that when you have a hole system you see faster the incoming enemy....so maybe it has to do with the enemy passing by one of your planets ho has ships with detection on so they detect the hyperspace signature...????

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

  • 1 year later...

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