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  #31  
Old March 22nd, 2003, 03:17 AM

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Default Re: Quantum Reactors

Also, as far as propulsion is concerned, you need some sort of reaction mass to push the ships forward, unless you're using some sort of photonic or gravitic drive.

I happen to think that the Solar Panels are terribly misnamed. You can't generate fuel just by having photoelectric cells gathering energy. If anything, they most represent hydrogen ramscoops, which still would allow them to function as described in the game. However, they should be even more efficient when passing through nebulae, since hydrogen is abundantly available in such systems.

Maybe nebulae systems should hide 10 stars or so to help represent that, so that when you destroy a nebula, you have a bunch of protostars that were condensing (which you just helped along).
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  #32  
Old March 22nd, 2003, 03:24 AM
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Default Re: Quantum Reactors

No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
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  #33  
Old March 22nd, 2003, 04:30 AM

Hotfoot Hotfoot is offline
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Default Re: Quantum Reactors

Quote:
Originally posted by Imperator Fyron:
No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
I know what you mean, but regardless, reaction mass and power supply are two different things.

Making it the option that QR only works on one ship is good though.
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  #34  
Old March 22nd, 2003, 07:13 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Quantum Reactors

Quote:
Originally posted by Hotfoot:
quote:
Originally posted by Imperator Fyron:
No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
I know what you mean, but regardless, reaction mass and power supply are two different things.

Making it the option that QR only works on one ship is good though.

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.

[ March 22, 2003, 05:14: Message edited by: Baron Munchausen ]
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  #35  
Old March 22nd, 2003, 07:18 AM

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Default Re: Quantum Reactors

Hotfoot, supplies aren't fuel. Notice how they're also used by every weapons system, not just the engines.

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  #36  
Old March 22nd, 2003, 07:37 AM
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Default Re: Quantum Reactors

Do you know if it's possible to mod a component that has a negative supply usage?
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  #37  
Old March 22nd, 2003, 07:52 AM

Taz-in-Space Taz-in-Space is offline
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Default Re: Quantum Reactors

Posted by Kamog:
Quote:
Do you know if it's possible to mod a component that has a negative supply usage?
Take a look at Devnull Mod. I believe that may be what Rollo did with the Space Monsters.
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  #38  
Old March 22nd, 2003, 08:56 AM

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Default Re: Quantum Reactors

Quote:
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.
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.
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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  #39  
Old March 22nd, 2003, 06:30 PM

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Default Re: Quantum Reactors

"But the point is that supplies represent something physical, in other words, matter of some sort, not just energy."

As evidenced by the solar panels..they don't. Heck, even the QR implies they don't, but with that things power generation you could probably use good ole E =MC^2 and get mass -that- way.

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  #40  
Old March 22nd, 2003, 06:46 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Quantum Reactors

They are "solar collectors" even though the image looks a lot like a solar panel.
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