Search found 4 matches

by dallasm
Sat Dec 08, 2001 2:32 pm
Forum: Starships Unlimited v3
Topic: Keeping fleets at a manageable size (With big guns!)
Replies: 12
Views: 547

<t>Actually rereading the thread I've actually decided I like your mega weapon idea. Andrew kind of ignored it because he thought it over complicated things but really all you need is special mega weapon attachments and you add these to the ship by selecting a weapon to attach it to. ie you have a ...
by dallasm
Fri Dec 07, 2001 11:11 am
Forum: Starships Unlimited v3
Topic: Keeping fleets at a manageable size (With big guns!)
Replies: 12
Views: 547

<t>I usually let the computer handle my battles for me to make it harder and in reality I use 100% scouts for everything just because a scout costs $10 upkeep and a cruiser costs $30 and is not 3 times better than a scout especially against the computer. Gunboats are the worst ship in terms of ...
by dallasm
Tue Dec 04, 2001 1:43 pm
Forum: Starships Unlimited v3
Topic: Keeping fleets at a manageable size (With big guns!)
Replies: 12
Views: 547

<t>I thought I'd show what I mean with a ship design:<br/>
<br/>
1 'flexible scout killer' cruiser<br/>
which always tries to back away from enemies with energy weapons and a cloak detector and charges aggressively anything with missiles or without a cloak detector.<br/>
assume everything is ...
by dallasm
Tue Dec 04, 2001 12:24 pm
Forum: Starships Unlimited v3
Topic: Keeping fleets at a manageable size (With big guns!)
Replies: 12
Views: 547

<t>I personally don't agree with your view that scouts are better than capital ships. I once had a planet (18 slots) in the fusion age attacked by 9 atomic/fusion age scouts/gunboats (72 total slots) and win. The reason was I had 6 fusion torpedoes and 4 defensive standoffs. As soon as a scout ...

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