
March 22nd, 2003, 08:56 AM
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Corporal
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Join Date: May 2001
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Re: Quantum Reactors
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Originally posted by Baron Munchausen:
No it would NOT be a good thing to cancel the benefits of fleeting. Supply sharing is the second benefit of being in a fleet after coordinated movement. All we need is for the QR ability to take a setting that controls how much supply it generates per turn. If you still want unlimited supplies then it could default to that if you leave the setting at 0.
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Making it an option would be a good thing. What would it hurt to make it an option that would be default as ON, but could be turned OFF by a simple mod?
Or you could add another layer of complexity, saying that supplies generated by the QR aren't compatable with supplies generated elsewhere, and as such cannot be shared with any ships except those specially fitted with quantum reactors or quantum reactor-comptatable systems (maybe a QR-Fuel Adapter device to put on ships). That would even allow more customizations to follow by allowing races to have radically different and more "alien" technologies. Again, this could be an option, and the base game wouldn't even notice the difference.
Quote:
Originally Posted by Pheonix-D:
Hotfoot, supplies aren't fuel. Notice how they're also used by every weapons system, not just the engines.
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You're right. But the point is that supplies represent something physical, in other words, matter of some sort, not just energy. As far as energy weapons are concerned, that could be reactor fuel to power the generation of the energy beam (nuke-pumped X-Ray lasers, for example). For missiles, (which have one of the highest supply drains per shot of most any weapon), it could easily be explained as fuel for propulsion of the missile plus the actual warhead. DUCs break the trend, but you could consider the low supply usage equivilant to just taking a small bit of depleted uranium (waste supplies) and using a little reactor power to propel it towards the target.
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