> If a wreck with eggs in it is harvested, will the eggs then spread to whereever the harvested materials are taken? - Don't know. That would be a very "Aliens" way to handle it.
I guess it would depend on whether Steve is a big fan of Aliens, then.
Albeit, having the swarm in teh first place, suggests he might be.
> If FC isn't increased, can that +25% then actually be use... Oh, that +25% can't be used to extend range, but rather will increase damage, right? - It isn't much use to you unless your FC tech is ahead of your Laser tech.
Wouldn't it still give you more damage at range bands, due to higher extreme range, though?
> Ah. Perhaps we should dismantle them, then, to avoid the swarm laying eggs in them? - Don't know if they can, since they are "missiles" and not "ships" or "stations".
Perhaps they can be shot to pieces, then?
> Ah. But the guided ones only have a 1 damage warhead? - All missiles are guided in the sense that they self-destruct if the ship's Fire Control that launched them goes out of contact (destroyed, or out of range). You can add different types of on-board guidance to missiles... one type just improves the to-Hit (by quite a bit) while still leaving the missile dependant on external control. Another type provides terminal guidance even if the launching ship goes out of contact. Other types allow the missile to actively seek Infra-Red or EM targets... like a Heat-Seeking missile or an Anti-RADAR missile. Still another type allows the missile to retarget on other enemy ships in the same fleet if the target is destroyed before the missile arrives. Naturally, every new toy uses up mass and volume.
Oh. That seems very useful for various enemies.
What I meant, though, was whether the 1 HP missiles we fired when waiting for the two stage to replenish, if those carried nukes too.
Albeit, think you answered previously that all our missiles are nuclear, so they would have, then.
I guess it would depend on whether Steve is a big fan of Aliens, then.
Albeit, having the swarm in teh first place, suggests he might be.
> If FC isn't increased, can that +25% then actually be use... Oh, that +25% can't be used to extend range, but rather will increase damage, right? - It isn't much use to you unless your FC tech is ahead of your Laser tech.
Wouldn't it still give you more damage at range bands, due to higher extreme range, though?
> Ah. Perhaps we should dismantle them, then, to avoid the swarm laying eggs in them? - Don't know if they can, since they are "missiles" and not "ships" or "stations".
Perhaps they can be shot to pieces, then?
> Ah. But the guided ones only have a 1 damage warhead? - All missiles are guided in the sense that they self-destruct if the ship's Fire Control that launched them goes out of contact (destroyed, or out of range). You can add different types of on-board guidance to missiles... one type just improves the to-Hit (by quite a bit) while still leaving the missile dependant on external control. Another type provides terminal guidance even if the launching ship goes out of contact. Other types allow the missile to actively seek Infra-Red or EM targets... like a Heat-Seeking missile or an Anti-RADAR missile. Still another type allows the missile to retarget on other enemy ships in the same fleet if the target is destroyed before the missile arrives. Naturally, every new toy uses up mass and volume.
Oh. That seems very useful for various enemies.
What I meant, though, was whether the 1 HP missiles we fired when waiting for the two stage to replenish, if those carried nukes too.
Albeit, think you answered previously that all our missiles are nuclear, so they would have, then.