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Posted by: TheDeadlyShoe
« on: August 22, 2012, 04:59:13 AM »

There's pretty much no game balance in reloading mechanics.  For example, swapping missiles in launchers at will, and magic transfer from colliers.  Personally I RP that I can only move loads around in a strategic and not tactical sense.
Posted by: Beersatron
« on: August 14, 2012, 01:45:41 PM »

Hangar? What do you think I am? Rich?

So, I have to blow her up? That's too bad.

Another one: Why is it that I can rearm from a collier that's 200,000km away and in a different task group? It's convenient, but surprising.

Sounds like a bug, or are you in SM mode?
Posted by: Zook
« on: August 14, 2012, 01:33:39 PM »

Hangar? What do you think I am? Rich?

So, I have to blow her up? That's too bad.

Another one: Why is it that I can rearm from a collier that's 200,000km away and in a different task group? It's convenient, but surprising.
Posted by: Theokrat
« on: August 14, 2012, 01:16:58 PM »

If you have a large enough carrier you can repair (or evacuate) the ship in its hangar.
Posted by: Zook
« on: August 14, 2012, 01:13:05 PM »

No engineering sections, and thus no MSP on the ship. Therein lies the rub.
Posted by: Erik L
« on: August 14, 2012, 01:06:21 PM »

You can perform DC without having DCC present, it just takes longer. Stack the engines in the queue and hope for the best.
Posted by: Zook
« on: August 14, 2012, 12:59:41 PM »

That was my fist real battle, and boy, did they wipe the floor with me at first. And now one of my destroyers has no engineering sections left. And, of course, no engines. MSP are plenty in the squadron, but there are no tugs in the whole fleet, and I don't want to stay in this place for too long, anyway. Is there anything I can do, or is it time to abandon ship?