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  #1  
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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Fyron Fyron is offline
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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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Old March 19th, 2003, 12:32 AM
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Default 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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Old March 19th, 2003, 09:29 PM
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Default 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...)
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Old March 19th, 2003, 09:55 PM
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Default 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.
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Old March 19th, 2003, 10:15 PM
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Default 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.
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