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  #21  
Old June 2nd, 2003, 10:08 PM
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oleg oleg is offline
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Default Re: Supply storage + quantum generators, what is it good for?

If only SEIV could handle negative numbers properly...

The gun that has a negative supply usage for example. Some kind of space vampire IV
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  #22  
Old June 2nd, 2003, 10:41 PM
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Karibu Karibu is offline
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Default Re: Supply storage + quantum generators, what is it good for?

Quote:
Originally posted by Suicide Junkie:
In combat, the only thing that uses up supplies is firing the guns...
So if you send enough suicide ships in a single month for the enemy to run out of ammo, then yes, you can deplete their supplies...

Given 6 engines x500 supplies = 3000 supplies...
Assuming 10 supplies per shot, and 40 damage per shot, that gives you 12k damage you must dodge or absorb per month per enemy ship.

Next month, they'll be given more from the QR ship, and you'll have to start over.
Are you sure about that Suicide? I just tested following: I made a baseship, with 2 engines (=1000 supply), QR and a lots of guns. Then I used it to shoot a horde of other ships with only shields on them. My ship used definetly more than 1000 supplies during combat (which is limit 2 engines can hold), but it did not run out of supply. In other words: QR did provide supplies during combat.

Now, my question is: Does game simulator work differently than real combat concerning supplies and QR?

Oleg: that would be most devious weapon. A gun that drains others supplies. Oh, then would boarding be soooooo easy. Would it not?

[ June 02, 2003, 21:44: Message edited by: Karibu ]
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  #23  
Old June 2nd, 2003, 11:33 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Supply storage + quantum generators, what is it good for?

No, no no!
That is for a ship with NO quantum reactor, in a fleet that has some other ship with a QR.
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  #24  
Old June 3rd, 2003, 12:33 AM
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Default Re: Supply storage + quantum generators, what is it good for?

Karibu, did you read my Posts? I was clear on that distinction.
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