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  #21  
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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  #22  
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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  #23  
Old March 21st, 2003, 07:48 AM
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Default Re: Quantum Reactors

Yeah, quantum reactors are unrealistic. If we could really build those, then we just build one quantum reactor on the ground, and be able to power the entire world with it.
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  #24  
Old March 21st, 2003, 03:20 PM
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Default Re: Quantum Reactors

Actually, the solar collectors already provide more than you're suggesting there.

1 engine's fuel for 1 mp = 10 supplies.

Of course, 6 engines going 1 mp use 60 supplies,
and 6 engines going 6 mp use 360 supplies.

For P&N PBW, I've gone with making the quantum reactor a giant supply storage bay.
3x the supplies per KT compared to the best "standard" supply tank, but 3x the cost, and its BIG so it needs to be on a dedicated supplyship until you get the really big hulls.
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  #25  
Old March 21st, 2003, 03:25 PM

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Default Re: Quantum Reactors

SJ,
Correct which is how I use them in the Gryphn Mod.
I don't think Fyr on wants that strong of a power source. I sence he wants it to be more limited.
Perhaps he will contradict me.
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  #26  
Old March 21st, 2003, 03:48 PM
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Default Re: Quantum Reactors

Quote:
Originally posted by Imperator Fyron:
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.
Yes, I agree.

Limiting the QR to the ship it is installed on is a solution. That would be analogous to the reactors on US Carriers.

Or, as has been suggested, limit its production of supplies to a set amount.

I too dislike the micromanagement in the middle and end game. And at first I thought it would increase it significantly. Uggggg!!!!

But putting a QR on each ship would actually reduce it a bit, since one would no longer have to produce supply ships (a ship with a QR) and make sure there is a supply ship with each fleet.
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  #27  
Old March 21st, 2003, 04:12 PM
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Default Re: Quantum Reactors

But even so, the reactors on those carriers don't produce food, ammo, and other consumables required by the ship, just electrical power.

Personally, I'd separate that power requirement out into a rads maintenance cost, and leave supplies to be the physical resources needed
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  #28  
Old March 21st, 2003, 05:31 PM
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Default Re: Quantum Reactors

The reactors also provide heat to make drinking water and provide for propulsion. But isn't the idea similar to the "replicator" on Star Trek? i.e. you can make most "supplies" if you have enough energy to convert?

Slick.
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  #29  
Old March 21st, 2003, 06:41 PM
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Default Re: Quantum Reactors

Quote:
Perhaps he will contradict me.
Who? Fyron? Contradict someone? Surely not...
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  #30  
Old March 22nd, 2003, 02:25 AM

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Default Re: Quantum Reactors

Ok, got it.
If I understand correctly you, (Fyron and others) would like to remove the omnipotent QR from the game and replace it with something that generated a lot fewer supplies. I’m guessing you would like a device that would generate enough supplies to:
Generator I – Generates the equivalent of one engines usage in one full movement.
Generator II generates the equivalent of two engines usage in one full movement
Or something like that.
Nice Idea, wish I had thought of it.
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