|
|
|
 |
|

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. 
|

March 21st, 2003, 07:48 AM
|
 |
Lieutenant General
|
|
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
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.
|

March 21st, 2003, 03:20 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

March 21st, 2003, 03:25 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
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. 
|

March 21st, 2003, 03:48 PM
|
 |
Major
|
|
Join Date: Aug 2002
Location: Western Canada
Posts: 1,226
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
Know thyself.
Inscription at the Delphic Oracle.
Plutarch Morals
circa 650 B.C.
|

March 21st, 2003, 04:12 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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
__________________
Things you want:
|

March 21st, 2003, 05:31 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
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.
__________________
Slick.
|

March 21st, 2003, 06:41 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Quantum Reactors
Quote:
Perhaps he will contradict me.
|
Who? Fyron? Contradict someone? Surely not...
|

March 22nd, 2003, 02:25 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
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. 
|
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
|
|
|
|
|