
August 19th, 2002, 05:42 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Question, Armor and mines
Quote:
Originally posted by Q:
My point is just that the restriction of repair would create more problems than its benefit is worth. That is of course just my humble opinion. If we want to prevent a fleet from going indefinitely from one combat to the other why not play without quantum reactor and solar panels? No matter how much supply ships you have in your fleet sooner or later you will run out of supplies and you need either to return or conquer an intact colony and build a resupply depot.
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Why not do both of those things? Limit repairs to bases/planets and remove the quantum reactor (and maybe the solar panel - or maybe just make it generate supplies more slowly). It's certainly an interesting thought.
Of course, if MM would implement tugs, the whole idea would work even better - then you could tow derelict ships (either out-of-supply or all engines damaged) back to a repair base. (I know, in the current Version, to move an out-of-supply ship all you need to do is fleet it with another ship that still has supplies; but a tug could be used to grab the ship WITHOUT fleeting, and therefore without having to share supplies and only spend supplies on the tug's engines, not both ships' engines).
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