Well, I don't mean to shoot down everything you said, but a few comments:
Oh, and you'll never win against a cruiser if you just charge in with primaries, because they have over 3 (I think) times the sheilds of your ship.
Well, it works if you're patient. Depending on what ship you're using and how many primaries you have, it could easily take ten minutes to destroy a Cruiser.
Oh, and missiles are the way to go for planet dominating. Just loose off three missiles and switch to the next fighter (or two if your fighting defenders)
This is nice when you're dominating systems with, say, 50 ships in its defense fleet, but how about 3276 ships?
Oh, and another tip, a planet's defence fleet does not replenish when you jump out of the system (i.e: if they have 40 ships, you kill 10 and run away, the next time you try to take them over they'll only have 30 ships instead of 40).
If you're using missiles though, you'll have to have several million credits for each planet you take over, so you can restock them every time you jump out of the system.
Oh, and one more thing, laser cannons actually do more damage/second than proton cannons because they have a faster fire rate, although one proton turret is superior to one laser turret because a proton turret has 3 cannons mounted on it whilst a laser turret only has 2.
This is actually due to an error in the EV Bible's formula for weapon damage; the /4's should be /2. In Override, this was fixed, though I don't think the available ports of EV to EVO fix this (though I haven't personally tried, I'm thinking those ports probably have oddities like a Lightning not being disabled with three missiles).
EV Game Expander, as with some other EV plug-ins, fixes this laser/proton thing so that it's actually worth the extra 3 tons and 3,500 credits to buy a proton cannon.
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Mike Lee (Firebird)
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