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December 11th, 2000, 07:18 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Thanked 4 Times in 4 Posts
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Re: Is Resupply Tech worth it???
Go for both -- stellar harnessing first, resupply much later. You'll eventually want the QR, for
a) fighting in nebulas, black-hole systems, and so forth in a huge galaxy. In a huge 255-system galaxy, a player might even push for QR and stellar manipulation, and start exploding stars.
b) many fights in a row -- e.g. making 7 or 8 different attacks per turn with the same ship. Particularly if you use strategic combat, where the AI wastes oodles of supply on pointless shots...
c) more space for certain nifty goodies, like religious talisman (40 or 50kt IIRC), cloaking devices (40kt), and tachyon/gravitic sensors (40kt again). The talisman, in particular, is extremely helpful.
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-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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December 11th, 2000, 08:32 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Is Resupply Tech worth it???
QRs aren't too expensive in the latter part of the game when the RPs are really pouring in, and that's the same part of the game when you've got all those space-consuming extras to install. I tend to research Stellar Harnessing early and then Resupply later.
I do tend to research Resupply enough to get the first Emergency Supply Pod early in the game. It's a handy component to put on a support ship, just in case! I try not to exploit the Repair Bay/Emergency Pod combo though . . . I find it takes some of the fun out of the game to use the loopholes.
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December 11th, 2000, 09:43 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Is Resupply Tech worth it???
I tend to use Stellar Harnessing, too. I prefer to build dedicated "Supply Ships" and build fleets rather than spend vital space in every warship on solar panels, though. The reason that Resupply doesn't seem "worth it" to research, at least early in the game, is that supply is something you can get from a planet instantly. This means you tend to want to stick around your planets, which is as it should be. If the QR was available early, the whole flavor of the game would be changed.
Speaking of the QR, does anyone think it's a bit illogical that one little component can refuel an entire FLEET in a single turn? Sure, the tech is supposed to produce limitless supplies but does that mean a limitless VOLUME or just an endless stream at a real, definable rate? I think the QR should produce X supplies per turn and just never run out, not infinite supplies per turn.
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December 11th, 2000, 09:50 PM
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Corporal
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Join Date: Dec 2000
Location: San Diego, Ca, USA
Posts: 61
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Re: Is Resupply Tech worth it???
Yeah, it actually took me a while to figure
out how powerful it actually was. I simply
assumed it only resupplied the ship which
had it installed: this is not so. I agree
with you: it should produce a large -- but
finite -- amount of supplies every turn.
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December 12th, 2000, 06:00 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Is Resupply Tech worth it???
I agree as well - QRs are a bit illogical right now. Providing a large but finite amount of supply a turn sounds like a great idea for an improvement.
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December 12th, 2000, 09:19 AM
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Corporal
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Join Date: Dec 2000
Location: San Diego, Ca, USA
Posts: 61
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Re: Is Resupply Tech worth it???
Yeah, either that or make it so that a
ship with a QR neither needs supply nor
provides any.
C//
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December 12th, 2000, 07:47 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Is Resupply Tech worth it???
Great comments. But I still have a question for combat and supplies.
Does anyone know how the sharing of supplies work during combat. Even if I do have a QR on 1 ship in my fleet, it does not seem to share supplies during combat. My non-QR ships run out of power fast when I'm up against waves of AI ships. I like to use Shard Cannons (Crystal Tech) on heavy mounts and they eat up the supplies pretty fast. Then once they run out, my combat speed (I think) drops to 1 in the next round (AI wave). IOW, they don't seem to be resupplying between combat turns only between regular turns. Anyone else see this problem???
Of course the solution would be to QR every ship, but again, I like to storm the AI early and those "tanker" ships don't seem to cut it ('cause of the above). In low tech, large map games (IMO) it still seems a waste to research resupply when I can do the same with using a little bit more Kt space and a LOT less time and research points. Maybe it makes sense in an All Techs - Small Map game, but I never play those.
That's what makes SE series cool - there really isn't 1 best way to do things. Maybe I should play against myself or another human sometime and test the differences.
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