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Re: Bi-Immune PP Sun, 29 October 2006 03:04 Go to previous messageGo to previous message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Fuel Boosters with IFE is what I usually do, I tend to "shed" my booster ships to extend my range by reducing the mass. With IFE I can shed the boosters two scouts at a time, and let them get home after collecting enough fuel at warp 4. I've managed to get a substantial distance from doing that. Since the mass decreases as the trip continues I can get to places where I was told I'd run out of gas. Without IFE it gets harder to do that since I can't recycle my booster rockets. But I don't botter if the trip is at or under 222ly (I've clocked that as the max round trip distance for a PVT FM, 3 fuel pods. 222ly there at warp 9 when full and 222ly back empty is the max range of that ship.)

I've considered using a DD with two fuel pods, but I've never done the math on it. When I play JOAT I use that with a few weapons as a scout. I do know that a colony ship with a fuel pod isn't useful. Because 2 of them has as much fuel as 3 scouts and costs the same amount in resources but more in germ and is heavier I believe so the range is reduced ultimately. Plus you can't shed them easily since they have cargo space, which slows them down even more.

No my problem was the mines just couldn't pull enough ore to feed my germ hungry worlds. I was exceeding my capacity to sustain them. That was my problem. Plus, and I'm sure this a common HP thing, I felt my pop was just flat lazy, though taking 100,000 away hit my resource output a lot harder than I'd anticipated, and a lot more than it does an HG race.

I'll have to do more tests, see if I can't improve things.
I do know that once I get P9 I'm sitting pretty with a practical and efficient engine, heck even the ram scoop engine at P9 is dandy, though I'd use that if I had it.



Rule 1: "Pillage, THEN burn!"

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