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April 14th, 2001, 01:09 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Tanker ships and quantum reactors...
I use tanker ships a lot... (I modified supply storage to count as cargo, so they can be placed in mass on transports) They really help for distant offensives, but it is quite annoying having to merge them with fleets and wait a turn and then hope that all the ships get "filled". Do you think that supplies should be able to be moved from one ship to another like cargo is moved.
Second, I'm sure many of you think quantum reactors are overpowered... what if they REDUCED supplies used by componets by XX% each turn instead of just ENDLESS SUPPLIES. That way we could also add in new reactors (Fusion=supply -20%, Anti-matter=supply -40%, Energy ConVersion=Supply -60%, Quantum=Supply -80%... for resupply 1-4)
What do you think?
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April 14th, 2001, 01:33 AM
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General
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Join Date: Aug 2000
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Re: Tanker ships and quantum reactors...
All that Quantum Reactors need for balance is a limit of the RATE at which they generate supplies. "Unlimited Supplies" is fine, as long as there is a reasonable rate at which the supplies are produced. WHat makes the QR unbalancing is that it resupplies ANY number of ships in a single turn. So, have QR I give 2000 supplies per turn, QR II gives 3000, and QR III gives 4000. This way, you would not be able to supply an entire fleet for any amount of movmeent and combat with one QR in one ship.
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April 14th, 2001, 02:57 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Tanker ships and quantum reactors...
The QR should be tuned down or made more expensive and take up more space.
I find that once I get them, I put one on every ship. Then I can use the "send to" feature of the shipyard and not have to wory about my ships running out of supply when moving to the front. If it was real expensive or took up 2-3 weapons slots I might think twice about putting it on every ship.
[This message has been edited by Marty Ward (edited 14 April 2001).]
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April 15th, 2001, 06:11 AM
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Sergeant
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Re: Tanker ships and quantum reactors...
I like the idea of limiting the amount of supplies produced, as it should also allow us to add new reactors:
Fusion Reactor: 750 supplies/turn
Antimatter Reactor: 1500 s/t
Quantum Reactor: 5000 s/t
That should be enough for QR to resupply the ship it's on but not an entire fleet.
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April 15th, 2001, 12:44 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Tanker ships and quantum reactors...
Do you think the unlimited supply output of the Quantum Reactor is a moot point given that you can build a space station in a single turn and resupply your ships that way?
(Granted, you have to wait an entire turn or two.)
[This message has been edited by raynor (edited 15 April 2001).]
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April 15th, 2001, 02:59 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Tanker ships and quantum reactors...
You can build a space station everywhere but at least it cost you resources and then you have to scrap it or pay maintenance. Also, your fleet will advance a little bit slower.
It,s definately a powerful component, once you have it you don't even need to build a resupply facility and can scrap all existing ones. No other component give you this benefit.
I think it should either be toned down in effect or made more expensive and larger for the bonus it gives.
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