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 Non-combat Ships

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Caramell
Commander Error
hyperlite
Iv121
torrentialAberration
Grand Imperial Thunder
Avenger_7
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Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
Tiel+


Posts : 5497
Join date : 2012-02-20
Age : 26
Location : AFK

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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeTue Aug 21, 2012 1:15 pm

Commander Error wrote:
Why not just use the modules on an unarmed ship, saving yourself the cost of weaponry?

Guns don't kill owls, owls kill owls

But you'd be putting the vessel at risk at being attacked. Why spend extra resources on an escort when you can just put the module needed on a cruiser and have it fend for itself?
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Caramell
Sergeant
Sergeant
Caramell


Posts : 955
Join date : 2012-06-20
Age : 25
Location : Neo Seoul

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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeTue Aug 21, 2012 1:16 pm

Tiel wrote:
Commander Error wrote:
Why not just use the modules on an unarmed ship, saving yourself the cost of weaponry?

Guns don't kill owls, owls kill owls

But you'd be putting the vessel at risk at being attacked. Why spend extra resources on an escort when you can just put the module needed on a cruiser and have it fend for itself?
So we take a science module, and put it inside a dreadnought?
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Tiel+
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Lord/Lady Rear Admiral 1st
Tiel+


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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeTue Aug 21, 2012 1:27 pm

No.

For that you'd want maybe 8 science modules with all the extra space.

My point is there's no reason to go and build a whole nother spaceship when you could just put it on your heavily armed and armoured warship.
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Captain stufuzzycat
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Captain stufuzzycat


Posts : 826
Join date : 2012-05-02
Age : 24
Location : At my computer, pwning s*** up with my warfrigate

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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeWed Aug 22, 2012 11:12 pm

You should change the title to Noncombat ships, or something along that lines, because this thread has turned into a talk place about them. Also, if space hulks are added, we will need some kind of salvage ship to well, salvage them.
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Keon
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Lord/Lady Rear Admiral 1st
Keon


Posts : 3076
Join date : 2012-01-17
Location : Hahahaha.

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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeWed Aug 22, 2012 11:48 pm

The salvage module of my dreadnought, you mean?
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Commander Error
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Commander Error


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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeThu Aug 23, 2012 10:11 am

I don't get everyone's fixation of weaponry. It's not always going to by required, in fact it'll just raise your production costs by a fair amount.

Unless your entire civilization is military-based, there's no reason to arm everything with 2 tin cans and a thruster.
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Richard_cypher
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Richard_cypher


Posts : 76
Join date : 2012-08-20
Age : 31
Location : USA east coast

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PostSubject: Re: Non-combat Ships   Non-combat Ships - Page 2 Icon_minitimeThu Aug 23, 2012 12:24 pm

Commander Error wrote:
I don't get everyone's fixation of weaponry. It's not always going to by required, in fact it'll just raise your production costs by a fair amount.

Unless your entire civilization is military-based, there's no reason to arm everything with 2 tin cans and a thruster.

I'm a huge fan of blowing *stuff* up. But what guns are expensive. People that are just starting out might not have the money to produce weaponry. Maybe there are a few Cores that can't support guns but have cost, speed and maneuverability to balance it out?
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