<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=104036.msg4743444#msg4743444">Quote from: Christopher28 on 05-06-2011, 09:48:00</a></div></div><blockquote class="bbc_standard_quote">That's probably what I'd do... although if we had enough spare power (we'd need 35) I might take a third lance in the front instead of the Macrobattery... if we used the macrobattery on each side to take out the opponent's void shields, assuming we had a single opponent, we could get two unopposed lance hits in one attack action to an enemy ship that way... (as the prow gun on a cruiser can fire port and starboard, giving us three shots to either of those directions... making broadsides our best bet in our cruiser...)<br/><br/>A single lance to either side isn't bad, of course... just not quite as devastating as two lances hitting the same target right after a macrocannon battery knocks their shields down.  IMO.<br/><br/>Of course, if a bad guy can stay either forward or aft of our cruiser, having a lance forward means that even a single void shield could stop us from hurting them... baring really good rolls.  (A lance can get multiple hits if you roll well enough though... so it's not THAT bad... but a macrocannon is easier to hit more than once with...)<br/><br/>The one problem with having the Mars Macrocannons and the Titanforge Lances is the range is still only 6... which means a quick ship with better range... or a REALLY quick ship that can get into our rear quadrant is going to be a problem... better range on the ship's guns would help a LOT with that... as we could turn and start giving broadsides earlier, reducing the difficulty of fighting faster or better ranged opponents.<br/><br/>But I have no idea the difficulty of getting a Sunsear Laser Battery... (the only weapon in the main book listed with a better range) or anything about other weapons that might have better ranges...<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>That sort of stuff is going to happen whatever guns we've equipped, really - if we had the spare power, I'd definitely be in favor of a third lance instead of a macrobattery, but I was using the conservative estimates. For being flanked, though - it's a Lunar Cruiser, if something smaller and faster wants to flank it, it can and probably will. We just can't send out pride and joy out all by its lonesome, exactly the way real-world capital ships don't travel without a support fleet.<br/><br/>Though the information about stacking bonuses is excellent. I don't know if we want to include Baromir's Wheeling and Dealing - that'd be 100 achievement points for each weapon component we acquired...but his Haggling contribution will be worthwhile. That's a reliable +35, making our effective Profit Factor 40/100 before Haggling...and with everyone Haggling (Darius at 80/100 with Intimidate, Deliah at 63/100 with Psyniscience, Boromir at 73/100 with Barter, and Arkhah at 50+/100), we've got excellent odds there. Cortez can't help Haggle, but he's giving a permanent +10 to the entire process anyway (including the Haggle tests, now that it occurs to me)...Sarah can't help Haggle either (her Trade: Voidfarer only applies to Availability, which is automatic right now), but she's giving a +25 already, so let the poor girl relax. Thanks to Cortez's special ability, we can make our first two attempts free of penalty, at which point Arkhah can take over and give us another seven penalty-free tries before he risks critical damage and has to retire from the negotiations...and then we can still keep trying at repeated -10 penalties if we need to (or someone could be nice and get Arkhah a power axe for his troubles and injuries :) ).<br/><br/>TLDR: We rock, and these weapon components are in the bag. Let's start brainstorming names for our new Lunar, shall we?