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Re: Quantum reactor
I can understand why there's some confusion. In some situations I've seen one ship low on supplies in a fleet with QR, but I don't know the circumstances.
I've also seen ships in a fleet with QR run out of supplies in combat. They were in fact dreadnaughts and baseships without supply storage, but I don't think they were missile ships, so I don't know how they lost supply in combat. I've seen large fleets, with say 30-50 members, and one ship with QR, actually list their supply storage capacity, and the actual amount was not maxed out. But, it was never depleted by simple flying the fleet around. I dunno, I'm not real good and analyzing the numbers of SE4. I look at it this way. Without QR, a ship can only travel a couple of systems. With QR in the fleet, it can go anywhere. QR is a fairly cheap component, I can put one on every ship. So in the end, it works pretty good. |
Re: Quantum reactor
"They were in fact dreadnaughts and baseships without supply storage, but I don't think they were missile ships, so I don't know how they lost supply in combat."
Umm, every weapon takes supplies to fire, not just missiles. Shoot for long enough, and yeah you'll drain the engine-based supply storage. Phoenix-D |
Re: Quantum reactor
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It just seems sometimes not to be perfectly consistant. Every movement seems to consume exactly the right amount of supplies, likewise the missile shots. But a ship parked at a warp point, getting into constant combat time and again with it's DUC's or APB, and shields, seems to hold it's supplies longer than it should. Oh, should I mention it again? Stealth Armor uses no supplies, but you must have supplies to turn on the stealth armor cloak. And I have the sneaking suspicion that a stealth armor cloaked ship uses more supplies, that the solar panels don't seem to "recharge" a stealth armor cloaked ship, and that trinary star systems don't really provide 3 x the supplies to the solar collecter. But hey YMMV. |
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