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  #11  
Old December 13th, 2000, 03:50 PM

Shadow99 Shadow99 is offline
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Default Re: Is Resupply Tech worth it???

Actually later on with my mod their will be 4 types of reactors leading up to Quantum ones. The lesser ones will simply create fixed amounts of power (like solar panels, but without requiring stars)....
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  #12  
Old December 13th, 2000, 04:04 PM

rdouglass rdouglass is offline
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Default Re: Is Resupply Tech worth it???

Jubula, mine seem to fire weapons OK, but they only get 1 move point. With only 1 move point, I can't even take out a Colony Ship with a DN fleet in 30 turns. I also agree that ships should NOT be able to fire their weapons with no supplies since all weapons (at least that I've seen) use supplies.

Has anyone mentioned this to MM??
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  #13  
Old December 13th, 2000, 07:32 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Is Resupply Tech worth it???

quote:
Originally posted by Shadow99:
Actually later on with my mod their will be 4 types of reactors leading up to Quantum ones. The lesser ones will simply create fixed amounts of power (like solar panels, but without requiring stars)....


And how will you do this since that ability to spontaneously generate a fixed amount of power isn't available in the game yet? The "Emergency Resupply Pod" power requires you to use the "Use Pods" button when you want the supplies, so it's not automatic. The QR does not take any numbers... yet.
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  #14  
Old December 13th, 2000, 10:01 PM

Shadow99 Shadow99 is offline
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Default Re: Is Resupply Tech worth it???

yes resupply generation does not work (yet), as an ability... But when that ability works they will use it. Until then I've been experimenting with other methods of providing a similair effect...
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  #15  
Old December 14th, 2000, 12:31 AM
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Jubala Jubala is offline
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Default Re: Is Resupply Tech worth it???

rdouglass, that's right. My ships also get's only one movement point which makes them pretty much sitting ducks for ships they otherwise would send to the afterlife but they can still fire their weapons. Doesn't make any sense to me.

In fact, the whole supply system doesn't make much sense to me. Supply is used for all weapon types and engines. The same stuff that moves the ship forward can be fired at an enemy in the form of bullets, missiles, and a multitude of different beams. Seems strange to me at least. Projectile weapons should need bullets, beams should need power from onboard powerplants that would also run the engines unless they need some special fuel and missile launchers need missiles. And the crew needs food.
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  #16  
Old December 14th, 2000, 12:47 AM
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Default Re: Is Resupply Tech worth it???

Hrmmm. Something that makes the movement penalty, but no weapon-fire penalty, even stranger when out of supply is that combat movement doesn't cost supply at all -- only weapon firing does (although PD is free IIRC).

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  #17  
Old December 14th, 2000, 06:36 AM

Psitticine Psitticine is offline
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Default Re: Is Resupply Tech worth it???

I think the supply system is a good workable abstraction but I do think firing should be disallowed if your ships don't have the supply left for the shots.

As for movement in combat being "free", albeit limited to speed 1 when you are out of fuel, well, I think the fact movement during combat is on a much smaller scale than movement outside of combat makes it reasonable that there's no supply consumption. A small charge might be reasonable but if you really want to get realistic, ships out of fuel won't move slow - they'd just keep moving at the same velocity and on the same vector indefinitely!

Eesh! I don't want to think about the programming it would take to add a Newtonian movement system to the game, or the frustration of trying to plot intercept vectors and so forth for a fleet as you move.
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  #18  
Old December 14th, 2000, 08:29 PM
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Default Re: Is Resupply Tech worth it???

Eventually, when systems get powerful enough, it might be reasonable to switch to a full RT (but *slow* RT, since we mere humans have much slower reflexes than machines... unless the unit AI is much stronger as well) Newtonian combat model.

That'd do away with silliness like move-fire-move where there isn't even a risk of opp fire, and also it'd reduce some other cheesiness like early missile ships fleeing while shooting missiles backwards since the runner's missiles would be penalized with the ship's forward velocity vector.

Things like intercepts can be computed via trig, anyway. I once sat down, scribbled for a while, and then added a torpedo targeting system to a Netrek client (BRMH); the code worked in real time on vintage-'94 systems. OTOH, it only had to compute traces for up to 8 torps at a time. I don't have the code anymore, but it was very, very short.

But not yet. And the benefits would be much less clear for the strategic phase, probably.

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