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Re: IT alliance benefits Tue, 19 July 2005 13:22 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
Micha wrote on Tue, 19 July 2005 03:42

Besides you'll never try to kill a planet with a packet when the massdriver is still up.


I do. When alliances break down and you want to clean out intersettled space in a hurry, it is sometimes necessary to fling bigger packets and annihilate some worlds that way while ships deal with others.

Quote:

...he needs even more since they decay more.


Unless I am seriously misremembering, max decay rate is the same. You fling at +3 warp and experience the same decay rate as any non-PP race would. Since IT can gate minerals to the front lines for assault, packets are a real threat.

CAL

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Re: IT alliance benefits Tue, 19 July 2005 13:52 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
Just confirmed: launched a 10000kT packet with an IT raceat warp 13, and next turn only 7500kT was in the packet. This says that IT packets at +3 decay at 50%, just like non-IT/non-PP races (only 2500kT was lost because decay is halved for the first year).

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Re: IT alliance benefits Tue, 19 July 2005 15:35 Go to previous messageGo to next message
Micha

 

Messages: 2343
Registered: November 2002
Location: Belgium GMT +1
velvetthroat57 wrote on Tue, 19 July 2005 19:22

Micha wrote on Tue, 19 July 2005 03:42

Besides you'll never try to kill a planet with a packet when the massdriver is still up.


I do. When alliances break down and you want to clean out intersettled space in a hurry, it is sometimes necessary to fling bigger packets and annihilate some worlds that way while ships deal with others.


Heh, when typing I knew I shouldn't use "never". Grin
But uhm, "bigger packets" ... with full defenses and a MD10 you'll need +60.000kT packets ... (depending distance and on which defenses of course but assuming eny15 for MD10 is close enough for the defenses at eny16). How many of those can you fling?

Only against (almost) undefended planets packets are cost effective. This goes even for PP! Taking out strong planets will cost you lots of minerals. But ok sometimes you need to take out a world, though this is very rare.
And if planets aren't undefended than ask your CA ally to give you a hand. Wink You'll only be using +/-1800kT packets then. Wink

Quote:

Quote:

...he needs even more since they decay more.


Unless I am seriously misremembering, max decay rate is the same. You fling at +3 warp and experience the same decay rate as any non-PP race would.

Max decay rate true, but it isn't always "best" to use max warp ... there are occasions warp11 or 12 will do and IT will pay more there.

Quote:

Since IT can gate minerals to the front lines for assault, packets are a real threat.

Indeed, that's part of what I meant when I said in my last sentence in my previous post. This "penalty" is less of a penalty because it's the IT PRT ...

mch
...

[Updated on: Tue, 19 July 2005 15:36]

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Re: IT alliance benefits Mon, 15 August 2005 05:25 Go to previous message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Micha wrote on Tue, 19 July 2005 20:35

but it isn't always "best" to use max warp ... there are occasions warp11 or 12 will do and IT will pay more there.
mch

Currently playing an IT.
I'm finding that nearly all my packets are best sent at Warp 13.
One exception is around 100 l.y. where Warp 11 is best, I think.

You would never fling it at Warp 12 as you get the same decay %age as at Warp 13, but at a slower speed so it does less damage and takes longer so decays more.
Can *never* be worth it !

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