If you look at the Scoreboard, you’ll see a column entitled “Military Score”. During the early part of the game, when there’s a limited number of starbases in play, it’s quite possible to use that score to analyze the enemy fleet. Even in the later game, it’s quite possible to use it to figure out builds and ship trades by your enemies.
The following list contains all Planets starships that will be destroyed by a single Glory Device or a Minehit. All ships marked with an asterisk * are only available in Campaign Games. All other ships in the Planets shiplist will either survive a single minehit or Glory Device detonation or even will be able to repair themselves instantly using supplies.
The following list contains all Planets starships that are able to repair themselves instantly using supplies to compensate at least one Glory Device or Minehit. All ships marked with an asterisk * are only available in Campaign Games.
Please note that these figures require supplies in sufficient numbers on board; some ships will be limited in their fighting abilities due to ammunition shortages if the required supplies for repair are loaded. All other ships in the Planets shiplist will either be destroyed when striking a mine or will require other means to be repaired.
Ships that can repair themselves instantly using supplies:
The first article all about minefields sure was exciting, was it not? If you haven’t read it please take a look at The Nine Attributes of Space Mines. This second article in this three-part series delves deep into the host order for any minefield related host actions. The objective is that with the first two articles in the series complete, the ground work will be laid for the third article to discuss more advanced minefield topics. Veterans out there may want to give this article at least a skim, you never know Continue reading →
Welcome to this first article in a three-part series discussing an oftentimes not well-understood subject in Planets: the lowly minefield. This series of articles is intended to cover major subjects for minefields. This first article introduces the minefield, outlines its major characteristics, gives guidance on how one may consider moving through a minefield, explains the minefield limit, and finally describes the relationship between a minefield and that scourge of the Echo Cluster, the ion storm. This article is directed toward Continue reading →
Many players often end up with large stockpiles of cash and minerals well away from the frontlines. If the fronts are stable, or in your favour, then it’s imperative that those resources go to developing bases to produce more ships. As is often the case however, there is pressing need for mines at the fronts. The travelling minefield is an essential strategy to supply those resources across long distances.
What you need is: two high tech torpedo laying ships which can lay and scoop a 150 ly Continue reading →