Quote:
Imperator Fyron said:
Ships still have to go back for supplies periodically in the B5 universe. Anyways, I wasn't speaking from any canonical viewpoint, more of the gameplay aspect. I personally think that gameplay is always far more important than canonical concerns. The replenishment of supplies every turn removes one of the important strategic aspects of the game. In other mods and the stock game (to a lesser extent), managing supplies can be a crucial factor in overall strategy. Sure, you can run out of supplies during a turn in the B5 mod, but this is not really relevant when you can just add another reactor or two to get far more supplies than you need. This is also why I am not too fond of the "quantum reactor" ability... That's just my opinion; take it as you will.
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I understand what you are arguing, but my point is actually a bit different.
What I am saying is that one of the signature elements of this mod is precisely that it does away with the whole supply management issue, so long as ships are well-designed. Now, it could certainly be argued that eliminating the "max range from base" consideration adversely effects gameplay, but I have not seen that argued. Ships in the B5 universe literally went years without returning to resupply (remember Captain Sheridan's lust for freash fruit after having been out among the League worlds for over a year?).
Given all the thought and work that so many have put into this mod without changing the supply system, I am very reluctant to change such a crucial design feature without a pretty good justification.
This is not to say that you are wrong - quite the opposite. However, it is to say that even though you are right I don't feel empowered to make such a change. This is really not my mod. If Val wants that change made, he can make it (or, for that matter, so can you by just eliminating the supply regeneration capability of the reactors and increasing their storage - Homeworld hubs and colony hubs provide supply).