Hyperspace Mastery

cordas said:
Hmmm thinking about it.... Sheridan did have to get the Vorlons fairly pissed before they would get into fighting their ancient enemy....

Destroying shadows wasn't their goal though...
 
Alexb83 said:
cordas said:
Alexb83 said:
Plus, they're nice and slow so good tight turns when you want them (only downer being your crap range and the hours it takes you to get into it) - just a shame that the completely loyal bioships with no crew still have to roll... crew quality :S

I do agree with you there, Vorlons should at least be CQ 6, if not pass all CQ tests automaticaly. Mind you if that was the case you could just give the Vorlons the extra turn and remove the ability to do the Come About SA.

Nah, just make them automatic - they have a limited number of SAs that they can perform in the first place.

The downside is that they sacrifice their charged pulse to use any of them.

sure make them automatic - if you change the 1/90 down to 1/45 :)
otherwise they jsut to manouvrable.
 
katadder said:
sure make them automatic - if you change the 1/90 down to 1/45 :)
otherwise they jsut to manouvrable.
Agreed!!!
I Don't know where this myth that Vorlons aren't manouverable came from. Its clearly not true.
 
It's that the big old ships only had 1/45 and were slow. Maneuverability and speed are often lumped together on these boards. Folks like to say that the Drazi were very maneuverable, but in reality that had average maneuver and great speed. Vorlons were the opposite side of the coin.

Their small ships had great maneuver and moderate speed, while the big boats had average maneuver for their size but were so slow you just shot past them and attacked with secondaries and rear guns. Given they could not shoot back or run away, it was a death sentence. Given folks have been slow to come around to the 'buy down' philosophy, their reputation was kinda set.

Ripple
 
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