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 Post subject: room types
PostPosted: Mon 27. Jan 2014, 16:40 
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Joined: Mon 22. Jul 2013, 11:56
Posts: 78
how about adding not primary usefull rooms like a bar (e.g.NGE ten forward), holodeck and gym to push crew morale and rating and fill up space / use much of the power you do have plenty ;)
...for all who don't want to build primary "slaver"-ships...

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 Post subject: Re: room types
PostPosted: Sun 9. Mar 2014, 17:08 
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Joined: Mon 22. Jul 2013, 11:56
Posts: 78
after the new missions:
em livesupport: like em bridge much smaler but not stand alone
em tanks: du to the special sealings and construction the tank provides 50 % capacity after it is destroyed and repaired but larger and more expensive

airlooks: expensive, high powerd and slow to pass but failsave to decompression. be smart and place a few of them in key positions.

em akkumulators: if alive they power the vital systems within the mission time. don't need much to care but may be discarged during storms
em quantum capacitor: high tech, same as em akku but much smaller and saver

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 Post subject: Re: room types
PostPosted: Mon 10. Mar 2014, 03:14 
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Joined: Wed 31. Jul 2013, 06:34
Posts: 25
Airlocks make SO much sense.


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 Post subject: Re: room types
PostPosted: Fri 14. Mar 2014, 18:20 
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Joined: Tue 28. May 2013, 17:27
Posts: 68
Location: Frankfurt
I like slaver ships :D

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