Re: Testing... |
Thu, 26 April 2007 14:10 |
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Kotk wrote on Sun, 22 April 2007 20:15 |
Electronics gives scouts that see at least something. It is usually safe to assume that IT is blind. Why not to surprize them?
Energy gives cow hide shields. Fine shield on frigates or privateers. With so narrow hab and only warp 7 engine i would escort colony fleets and shield the ships. Someone may kamikadze to get the colony ship out of picture.
Bio gives Gravity terraform +/- 7. It may improve my second world by significant margin.
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Elec-1 gives Rhinos, and I would tend to research that early on before building my main wave of scouts.
For terra, it takes a while before a non -F is ready for terraforming, and Bio-2 is enough for +/- 7 anyway.
For shields, simply having any shields is more than most people bother with early on. Having 40dp rather than 25 is probably marginal. By the time it really matters (FF stacks) you probably want Wolverines.
So, while I'm not saying there aren't advantages, I still don't see how it justifies spending all those points to get elec-1, bio-2 before you need it, and 15dp of shields for ships that probably don't need them?
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