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Re: Blunderbuss Fri, 27 July 2012 21:23 Go to previous messageGo to previous message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

neilhoward wrote on Sat, 23 June 2012 12:27
Could they help orders get a primarily range 2 beam ship to do more damage by closing range? Maybe extra helpful with Gatling type weapon.


Coming back to the original observation of adding blunderbuss helping range2 beam ships get in range... don't we need to factor in how much additional damage the token component will do? (2/4/6/... considering a BB design).

If the ship will die at the 1st enemy shot, then stars! will disregard the blunderbuss token which would not cause sufficient damage in it's own right. (Eg a BB with 2 blunderbuss, 6 sappers and 12 R2 beams). If you are talking about 10+ blunderbuss designs, it might make a difference.

If stars! still calculates that the additional damage done by a token component slot of 2 blunderbuss isn't enough to tip the edge so to speak, it won't take the ship closer with the default orders of max damage ratio.

If we are talking about max damage orders, I have not seen any battles in my actual games (with conventional designs) where ships have failed to move the maximum cells feasible.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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