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  #1  
Old March 18th, 2003, 08:50 PM
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Default Re: Quantum Reactors

Quote:
Originally posted by Imperator Fyron:
How about if your ships get hit by Ionic Dispersers? If all that the ship has is engines (no supply pods or QR), it will be out of supplies, and unable to fire (assuming the ID gets past the shields). This is why QR on every ship, or a Supply Storage on every ship, is a good idea.
Never tested it, but does QR replenish supplies of a ship DURING combat ?
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Old March 18th, 2003, 09:23 PM

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Default Re: Quantum Reactors

i hope they wouldnt remove the quantum engine ability all together, just add a new ability to generate x-amount of supplies per turn. that way you could have different levels of ability.
what does the supply generation ability do? i know what the solar supply generation does, but could supply generation be the ability you are asking for?
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Old March 18th, 2003, 09:28 PM
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Default Re: Quantum Reactors

Quote:
Originally posted by spoon:
quote:
Originally posted by Atrocities:
QR's give too much. I say ban them!
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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Old March 18th, 2003, 09:34 PM
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Default Re: Quantum Reactors

Proportions treat QR rather gently, you may check how PvK moded it.
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Old March 18th, 2003, 10:49 PM

Gryphin Gryphin is offline
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Default Re: Quantum Reactors

You can always mod a special ships plating of solar panals or a large efficient solar sail.
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Old March 18th, 2003, 11:22 PM
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Default 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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Old March 19th, 2003, 12:26 AM

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Default 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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