Prev: RE: Re: [FT] WotW (Finish EMP, Start Needle) Next: RE: [DS] Kra'Vak Info

RE: Re: [FT] WotW (Finish EMP, Start Needle)

From: devans@u...
Date: Wed, 7 Mar 2001 06:42:35 -0600
Subject: RE: Re: [FT] WotW (Finish EMP, Start Needle)


> >As they stand now, Needle beams are "flavor" weapons with IMO/IME
little
> real game effectiveness. Sure "Pirate ships have Needles to cripple
their
> prey" Just try it in a real scenario.
>
> And try to justify it.  "Skiper, we've just captured a 2000MCr
merchant."
> "Great!  Send over a prize crew and take it back to base."
> "Ah, sir, well, there's a teeny little problem with that.  We blew out
its
> drives, it'll need at least a month in a shipyard to fix."

As has been stated, running an 'opponent's' ship may be as problematic
as
fixing it. In SFB, a pirate is more likely to transship than to attempt
to
fly the old one; plenty of good, arguable PSB for it.

If the cargo is valuable enough, and the ship isn't, needle beams'
selectivity is exactly what the doctor orders.

The_Beast


Prev: RE: Re: [FT] WotW (Finish EMP, Start Needle) Next: RE: [DS] Kra'Vak Info