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[FAQ
Forum Index » » English (General) » » Re-supplying ships
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 Author Re-supplying ships
Dryson Bennington
Lieutenant Commander

Joined: February 09, 2010
Posts: 10
Posted: 2010-03-20 18:24   
Although the ships can be repped during battle how can they have a endless supply of munition? There should be three stages in which firing should occure the green zone is when the ships stores are full upto 75%, Yellow Zone is where the ship's stores are a 45-74% capacity and the red zone is when the ships stores are between 1 - 44% capacity. When each zone has been crossed the rate of fire will slow by 25% for the Yellow Zone and 50% when in the red zone. The make the rate of fire faster then res would need to be loaded to the apropriate level.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-03-20 19:04   
ICC have limited ammunition. UGTO and K'luth fire energy weapons, so it's created moments before it is fired.

Is that what you meant?
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Great Budda
Fleet Admiral
Pitch Black


Joined: January 01, 2008
Posts: 157
From: Omaha, NE
Posted: 2010-03-20 23:59   
What I think he's getting at is ammo conservation practices forcibly enforced on ships with limited ammo supply be it rail or missile.

Modern military stratagem says that once you have expended nearly 50% of readily available ammo you slow your rate of fire to prolong your availability in the field. Same goes with >25%.

So if I interpret it correctly he suggests that once a weapon with dynamic ammo load (dynamic = expendable like missiles vs. static = energy weapons) hits a specific % available it would automatically slow fire rate by x to ensure that you can stay in the fray longer.


Personally I would be against this as it would negatively impact projectile weapons en mass. I would rather go all out for as long as I could without additional system implemented cool down. Any additional projectile cool down in addition to the current cool down would be detrimental to all projectile use.

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Your


Joined: March 21, 2010
Posts: 5
From: UNKNOWN
Posted: 2010-03-21 00:29   
so what actually changes to green then yellow and red?
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Darth Offline of the Shadows
Commander

Joined: January 29, 2010
Posts: 12
From: THE BATH TUB
Posted: 2010-03-21 00:31   
why cant we have everything unlimited ammo?
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Admiral Alucard (2IC)
Marshal
Exathra Alliance Fleet


Joined: April 30, 2004
Posts: 279
From: St. Helens, England
Posted: 2010-03-21 00:38   
Sounds like a complex thing but im sure that it would only end up putting a kink in the ICC weponary realy as stated before UGTO have energy cannons and Luth have beams
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Great Budda
Fleet Admiral
Pitch Black


Joined: January 01, 2008
Posts: 157
From: Omaha, NE
Posted: 2010-03-21 00:42   
Quote:

On 2010-03-21 00:38, Admiral Alucard {R33} wrote:
Sounds like a complex thing but im sure that it would only end up putting a kink in the ICC weponary realy as stated before UGTO have energy cannons and Luth have beams





And the use of missles.... and bombs...... and fighters...... it could be applied to a whole bunch of stuff.
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-03-21 10:06   
N
O


the last thign i need is a decrease in rate of fire that can cost my ship in a fight where i would have won if it never decreased
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Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2010-03-21 13:53   
So I'm a ship captain, I have a target in front of me just waiting to die, am I going to order a 50% cut in fire rate to save ammo or am I going to just kill the other guy and then go back and resupply?
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2010-03-21 14:17   
Learn to use tactics...

The first ship I go after in fleet engagement are the Supply ships. If you target the enemy suppy ships they will be forced to leave them back from the front line at a resupply point. This also gives you a chance to jump multiple damaged enemy ships in one place if you can find it.

If you ignore the enemy supply ships then yes, they will have barrage after barrage of fire until the supply ships run out. Those that remember supply ships supporting fleets of MD's remember that happens quite fast

Focus on eliminating the problem in game rather than asking for a ship to be nerfed when its working as intended.


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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-03-21 22:23   
Quote:

On 2010-03-21 14:17, Tael wrote:
Learn to use tactics...

The first ship I go after in fleet engagement are the Supply ships. If you target the enemy suppy ships they will be forced to leave them back from the front line at a resupply point. This also gives you a chance to jump multiple damaged enemy ships in one place if you can find it.





Bingo.

Supp ships trailing dreads and cruisers are the first thing on the kill list in a fleet engagement. All it takes is a few seconds of concentrated fire on the suppie by 3 cruisers or dreads and POOF he goes. Then, fire can be redirected to the enemy dread (which the supp usually trails) next.

On the battlefield, we kill the medic first, the Geneva Convention be damned....


[ This Message was edited by: Kenny_Naboo on 2010-03-21 22:24 ]
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-03-22 00:08   
We have something the modern military has yet to attain.

A jumpdrive.

How far is my ship at any given moment from ammo? As far as the nearest plat, worker or depot. Im not in the field where my ammo needs to be conserved because supply is hard too receive. This is a different ballgame.

This would also be a negative impact on combat, which I dispise the thought of.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-03-22 07:34   
Quote:

On 2010-03-22 00:08, Azreal wrote:
We have something the modern military has yet to attain.

A jumpdrive.

How far is my ship at any given moment from ammo? As far as the nearest plat, worker or depot. Im not in the field where my ammo needs to be conserved because supply is hard too receive. This is a different ballgame.

This would also be a negative impact on combat, which I dispise the thought of.




Jumpdrives?

Not an issue. A dictor will fix the problem of escapees.
And now with the increased player numbers, fielding dicos should no longer be an issue with the naysayers.

In the end, it's abt how u array yr forces and how u apply tactics. Suppies are a force multiplier. Kill the supps n it's just enemy X 1.






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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-03-22 08:37   
Dictors mean absolutely nothing to me. Humans havent relearned how to hunt with them.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-03-23 11:48   
Quote:

On 2010-03-22 08:37, Azreal wrote:
Dictors mean absolutely nothing to me. Humans havent relearned how to hunt with them.




us humans don't wanna here luth other humans bitch about em
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