19. PLANETS
 
A. Planetary Collisions

In 1.0x you have to TWARP a planet in to overload a sector and cause a collision. In V2 you can overload any sector (except sector one) by just shooting off genesis torpedoes. I personally think this is a good thing because if forces players to put up sector defenses instead of relying on planetary defenses alone. Unfortunately, photons disable sector defenses allowing players to shoot off genesis torpedoes without defeating the sector defenses. This is one of several reasons why photon missiles should ALWAYS be disabled in V2 Beta.
 
B. Atomic Detonators

This device is SAFE to carry, no matter what the description says. It destroys planets. Remember, if you want to destroy a planet that it takes your alignment down (50 points down). However, if you don't attack and kill ALL the colonists before you use this device, you WILL get destroyed. The maximum any ship can carry is five.

C. Planet Defense

What's a good defense for my planets? There are many different views on this subject. Some people swear by Tholians for the 4-1 odds which is very good. The most common argument against Tholians is that someone can photon you (causing you to lose your turns for the day) and then walk in and drop 250 mines (You only get 1-1 odds when taking damage from mines).
 
I think the best way to avoid this scenario is to invest in limpet mines for your sector (an enemy cannot deploy mines if you have limpets there) and to make sure you don't keep all your eggs in one basket. Have a corp member or two out somewhere cloaked so they can disrupt any enemy mines or take any actions necessary to keep you protected. If you login and in your messages you see that you've been photoned, DROP CARRIER! The mines won't go off and you can call a corp member voice (You DO have voice phone numbers for your corp members right?) and have them come and disrupt the mines.
 
Counter View By Stephen Whitis
 
I'm a bit wary about recommend any tactic that requires dropping carrier. Also, this makes it sound as if by dropping carrier you've gotten out of everything. But you haven't. You still lose your turns, and your partner will use some of his hauling your butt out of there. The limpets are only partial protection: Unless someone clears them out (which I wouldn't usually bother with) no one can drop mines in the sector. But they can sure enough create 100% nav-hazard there. And your partner will have to take a hit from that when he comes to get you out - assuming you drop carrier to avoid it. And, in the end, if your solution is to have your partner haul you out, then wouldn't you have been better off to park (cloaked) elsewhere in the first place?
 
Some common misnomers on defenses

1) If I get a volcanic to level 3 (Quasar), I'll have a GREAT defense!
False. 1 photon and your Quasar won't do anything.
 
2) Once I get my volcanic SHIELDED then I'll have a GREAT defense because the TW Documents say shielding protects my quasar from the photon!
False. The TW Documents lie. Your shielded Quasar will STILL be dampened.
 
3) I need to set my reaction level for my citadel so some of my fighters attack an invading person.
False. You get better odds when your fighters are defending the planet. Always set the reaction level to 0%
 
4) The Quasar settings of 5% Sector and 10-20% Atmosphere are plenty. That will give me at least 5 shots at an invader!
False. Most often then not if I've taken a quasar hit, It was set too low to keep me out. I only land on your planet once. I either take it on the first shot or I know if I have enough resources to take a 2nd shot at it. You usually only get one shot to take me out. (But what about Mothing?) Ahh the troubles of being a CEO :) Each game has to be played by ear.
 
How can I escape a planetary interdictor?
Once you're in the sector, You MUST destroy the fighters deployed in the sector. You might even consider towing a ship in with you if you are invading someone's base for backup fighters. Once you have removed their fighters, deploy some of your own. You will have to exit the game and have a partner Twarp a planet into the sector, you can then go back in the game (probably take a Quasar blast) and land on the planet and Twarp it out of there. On the MBBS version this can all be done with everyone on-line which makes the whole process so much easier.
 
Another method if you don't have a transwarpable planet, Is to have a teammate logon, Photon the sector you're in and tow you home. Photon disables an Interdictor generator. Unless the sysop has the photon wave set real high, I would suggest photoning once, move in get all the corp fighters from the player, move out, re-photon to reset the timer, go in, activate the tow and then pop out. Might even be able to Twarp Tow but I've never had to try it.

Colonists & Fighter Production (See Also: Color Chart)

The best scenario I've been able to achieve for the "L" planet is putting 20K colos per product for a daily fig production of 1250. I've also noticed that I have to drain off colos from the planet to maintain the 1250 fig amount. The "L" planet was producing about 300 plus colos a day, 100 per product area. (DMD, 1/6/99).

The best Equ production is using the "M" planet with 17K colos in the Equ area for a daily Equ production of 1000 (DMD, 1/6/99).