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-   -   Quantum Reactors (http://forum.shrapnelgames.com/showthread.php?t=8909)

QuarianRex March 19th, 2003 09:55 PM

Re: Quantum Reactors
 
What's all this about banning QR's? I want to be able to tool around without having to worry about gassing up. Once a certain level of technological advancement is achieved energy reserves should no longer be a limitation.

Besides, it cuts down on the micromanagement. Any fleet with a propperly equipped supply ship or two doesn't really have to worry about running out of fuel. QR's just allow you to send smaller Groups (or lone vessels) out to do what a larger fleet was once needed for. That, I think, is the heart of advanced technology.

Fyron March 19th, 2003 10:15 PM

Re: Quantum Reactors
 
QR's remove a major strategic element from the game for very little cost. That is the crux of the problem. 1 QR keeps a 5000 ship fleet supplied each turn. This is extremely unrealistic. http://forum.shrapnelgames.com/images/icons/icon7.gif

Kamog March 21st, 2003 07:48 AM

Re: Quantum Reactors
 
Yeah, quantum reactors are unrealistic. If we could really build those, then we just build one quantum reactor on the ground, and be able to power the entire world with it.

Suicide Junkie March 21st, 2003 03:20 PM

Re: Quantum Reactors
 
Actually, the solar collectors already provide more than you're suggesting there.

1 engine's fuel for 1 mp = 10 supplies.

Of course, 6 engines going 1 mp use 60 supplies,
and 6 engines going 6 mp use 360 supplies.

For P&N PBW, I've gone with making the quantum reactor a giant supply storage bay.
3x the supplies per KT compared to the best "standard" supply tank, but 3x the cost, and its BIG so it needs to be on a dedicated supplyship until you get the really big hulls.

Gryphin March 21st, 2003 03:25 PM

Re: Quantum Reactors
 
SJ,
Correct which is how I use them in the Gryphn Mod.
I don't think Fyr on wants that strong of a power source. I sence he wants it to be more limited.
Perhaps he will contradict me. http://forum.shrapnelgames.com/images/icons/icon12.gif

tbontob March 21st, 2003 03:48 PM

Re: Quantum Reactors
 
Quote:

Originally posted by Imperator Fyron:
QR's remove a major strategic element from the game for very little cost. That is the crux of the problem. 1 QR keeps a 5000 ship fleet supplied each turn. This is extremely unrealistic. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I agree.

Limiting the QR to the ship it is installed on is a solution. That would be analogous to the reactors on US Carriers.

Or, as has been suggested, limit its production of supplies to a set amount.

I too dislike the micromanagement in the middle and end game. And at first I thought it would increase it significantly. Uggggg!!!!

But putting a QR on each ship would actually reduce it a bit, since one would no longer have to produce supply ships (a ship with a QR) and make sure there is a supply ship with each fleet.

Suicide Junkie March 21st, 2003 04:12 PM

Re: Quantum Reactors
 
But even so, the reactors on those carriers don't produce food, ammo, and other consumables required by the ship, just electrical power.

Personally, I'd separate that power requirement out into a rads maintenance cost, and leave supplies to be the physical resources needed

Slick March 21st, 2003 05:31 PM

Re: Quantum Reactors
 
The reactors also provide heat to make drinking water and provide for propulsion. But isn't the idea similar to the "replicator" on Star Trek? i.e. you can make most "supplies" if you have enough energy to convert?

Slick.

dogscoff March 21st, 2003 06:41 PM

Re: Quantum Reactors
 
Quote:

Perhaps he will contradict me.
<font size="2" face="Verdana, Helvetica, sans-serif">Who? Fyron? Contradict someone? Surely not...

Gryphin March 22nd, 2003 02:25 AM

Re: Quantum Reactors
 
Ok, got it.
If I understand correctly you, (Fyron and others) would like to remove the omnipotent QR from the game and replace it with something that generated a lot fewer supplies. I�m guessing you would like a device that would generate enough supplies to:
Generator I � Generates the equivalent of one engines usage in one full movement.
Generator II generates the equivalent of two engines usage in one full movement
Or something like that.
Nice Idea, wish I had thought of it. http://forum.shrapnelgames.com/images/icons/icon12.gif


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