Anti-Matter Generator? |
Sat, 02 August 2008 00:24 |
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magic9mushroom | | Commander | Messages: 1369
Registered: May 2008 | |
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Why is it considered good, when it costs more than, weighs more than, and is only better than over 7 year journeys or more (unlikely for IT) the Super Fuel Tank?
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Re: Anti-Matter Generator? |
Sat, 02 August 2008 07:38 |
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magic9mushroom wrote on Sat, 02 August 2008 12:59 | How is it any better than the cheaper Super Fuel Tank?
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The anti-matter-generator is an electronic part and needs completly different tech than the mechanical super fuel tank... sometimes that's important.
On ships which are supposed to operate in the depth of the enemy's space for a long time, anti-matter-generators are, of course, invaluable.
On bombers... it depends. If you plan (and can) build docks or bases along the way of your fleet, super fuel tanks with their 500ml are not only cheaper but also better than the 250ml-anti-matters. If you can't build gas stations along your fleet's path, anti-matters are superiour.
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Re: Anti-Matter Generator? |
Sat, 20 August 2011 18:46 |
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Eagle of Fire | | Lt. Commander | Messages: 809
Registered: December 2008 Location: GMT -5 | |
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When I have docks it is only a simple matter to build a dock and refuel when needed. Especially with IT, you will want a gate built up on a conquered world ASAP. Also, cherry bombs either arrive for me very late game or fast enough so that I usually don't have the tech or the resource to build them. At that time I usually already have lesser but numerous bombers and rebuilding a mass army of cherry bombs would be a waste.
It is true that I often build many more SFX than I need... But then again I usually equip them with my best scanner because I hardly ever bring scouts with me when attacking planets. They tend to die like chaff and that's really a wasted design slot anyways if my SFX can act as the dual purpose. SFX are always there with my fleet and if I need to spot SS players they do the scouting job fine as they never run out of fuel. Even more so with the FM.
Also, I specifically stated that the FM is the best non-combat ship. SFX is a non-combat ship. Just as the bombers are.
An alternative to having to send your SFX back could be to have a second SFX fleet available to gate to your newly conquered world(s) while your main fleet advance every year. I know from experience though that once you hit Cherry you can very hardly ever do that because of the opposition you meet but meh.
[Updated on: Sat, 20 August 2011 18:47]
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Re: Anti-Matter Generator? |
Mon, 03 October 2011 01:07 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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Eagle of Fire wrote on Sun, 02 October 2011 19:15 | You obviously do your math wrong...
| fail troll is fail.
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The FM is not purchased alone. It come in a package with IFE.
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... that costs ~75 RW points.
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With IFE, you get one bonus prop level,
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1 level of tech for more than the cost of a cheaper tech doesn't seem like a very good deal
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Saying that using the FM cost you development point is ridiculous.
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Either you don't know what ridiculous means, or you don't know what race wizard points are.
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...strategical options like choosing prop expensive and planning to never go above prop 12 for the overthruster, for example.)
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So at 2470, all things else equal, the race that spent ~75 RW points on an additional 1% MPGR and additional mine will have twice the resources as the race that spent it on IFE.
I can and do go w10 with the qj5, but IFE will not get you to ARM BBs or Nubians faster, though increasing economic growth will.
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but you can generate your own fuel once it run out
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Both the SFX and any ship with TGFS or Antimatter Generator do it better for a lower relative cost at the appropriate game era.
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Just W4 a few years and you'll fill your your tanks again.
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Or use boosters for less cumulative resource, mineral, and RW cost, with fewer ships doing jack. It takes a long time for the FM to gather enough fuel for a single w9 jump. Those are wasted ship years that are not giving returns on the resources and minerals that were invested in their construction.
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The only real good use of QJ5 is for chaff.
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Or on a PVT dedicated to shifting pop and minerals via gate. Or having 1.01^X turns more resources, lol.
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mass produce ten of thousands of them [chaff] and because even at high prop level the FM cannot hope to miniaturize enough to compete with it[qj5].
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FYI, chaff is a waste against Jihads. FM miniaturize faster than QJ5, just like the FF gets cheaper than the SS, and so become less attractive to missiles.
Ultimately both the FM and QJ5
...
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posting behaviour |
Sun, 16 September 2012 07:59 |
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magic9mushroom wrote on Sun, 16 September 2012 13:27The rest is just pointless douchebaggery.
You posted in a 1-year old thread to say this?
May I ask how old you are?
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