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March 18th, 2003, 09:28 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Thanked 25 Times in 22 Posts
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Re: Quantum Reactors
Quote:
Originally posted by spoon:
quote: Originally posted by Atrocities:
QR's give too much. I say ban them!
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I say increase their size to 500kt and raise their cost to 50k.
Or ban them. Or something. Or accept that they have been part of the game since at least SE3 where they were even more effective than they are now.
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March 18th, 2003, 09:34 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Quantum Reactors
Proportions treat QR rather gently, you may check how PvK moded it.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 18th, 2003, 10:49 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Quantum Reactors
You can always mod a special ships plating of solar panals or a large efficient solar sail.
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March 18th, 2003, 11:22 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Quantum Reactors
Solar panels are not a good solution, because their generation is dependant on the stars in the system.
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March 19th, 2003, 12:26 AM
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BANNED USER
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Join Date: Nov 2001
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Re: Quantum Reactors
My understanding is that the QR is "too" good.
The Solar Sails have limitations. The amount of juice they generate is moddable.
What am I missing here?
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March 19th, 2003, 12:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Quantum Reactors
Solar collector generation is based off of stars in the system. This is not what QR are supposed to do. They should not be dependant on the number of stars for supply generation. This is why it is an imperfect solution. What we need is an ability that generates X supplies per turn, period. No dependance on stars or anything like that.
[ March 18, 2003, 22:33: Message edited by: Imperator Fyron ]
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March 19th, 2003, 09:29 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Quantum Reactors
Quote:
Originally posted by Slick:
quote: Originally posted by PsychoTechFreak:
quote: Originally posted by Slick:
In combat however all ships use supplies and it is possible for non-QR ships to run out of supplies in combat, even if they are in a fleet.
Slick.
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What kind of supply sucking high energy cannons do you use to run out of supplies? The engine supplies should be completely filled at the beginning of the combat in case of a QR in a fleet. The engines should provide enough supplies even for components like planet crunchers Take a look at the supply usage of Capital Ship Missiles.
Slick. Or Wave-Motion Guns (they use even more supplies than CSM's...)
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