|
|
|
 |

March 18th, 2003, 10:49 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Quantum Reactors
You can always mod a special ships plating of solar panals or a large efficient solar sail.
|

March 18th, 2003, 11:22 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Quantum Reactors
Solar panels are not a good solution, because their generation is dependant on the stars in the system.
|

March 19th, 2003, 12:26 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|

March 19th, 2003, 12:32 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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 ]
|

March 19th, 2003, 09:29 PM
|
 |
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
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...)
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|

March 19th, 2003, 09:55 PM
|
 |
Sergeant
|
|
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Quantum Reactors
What's all this about banning QR's? I want to be able to tool around without having to worry about gassing up. Once a certain level of technological advancement is achieved energy reserves should no longer be a limitation.
Besides, it cuts down on the micromanagement. Any fleet with a propperly equipped supply ship or two doesn't really have to worry about running out of fuel. QR's just allow you to send smaller Groups (or lone vessels) out to do what a larger fleet was once needed for. That, I think, is the heart of advanced technology.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
|

March 19th, 2003, 10:15 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Quantum Reactors
QR's remove a major strategic element from the game for very little cost. That is the crux of the problem. 1 QR keeps a 5000 ship fleet supplied each turn. This is extremely unrealistic. 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|