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  #1  
Old April 14th, 2001, 01:09 AM

Trachmyr Trachmyr is offline
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Default 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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Old April 14th, 2001, 01:33 AM

Baron Munchausen Baron Munchausen is offline
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Default 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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Old April 14th, 2001, 02:57 AM

Marty Ward Marty Ward is offline
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Default 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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Old April 15th, 2001, 06:11 AM
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Noble713 Noble713 is offline
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Default 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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Old April 15th, 2001, 12:44 PM
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raynor raynor is offline
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Default 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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Old April 15th, 2001, 02:59 PM

Marty Ward Marty Ward is offline
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Default 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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Old April 15th, 2001, 03:09 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Tanker ships and quantum reactors...

I think the bases should be turned into "ships" so they don't have unlimited supplies. Then, you could add supply storage & solar supply generation to the hull of the base, say 2000 supply, 500 pts/turn generation.

That would make for much more interesting situations, where you may have to use ships to get supplies to a base if theres no star around
It would also allow you to lay siege to a base, and get it to fire away all of its supplies before you actually attack it.

As for the QR, I would not hesitate to change it so that it works like the solar panels, to generate supplies, just 2000 per star or something. You'd be left with storm/empty sectors to get stuck in, but thats what emergency supplies (and filling up the tank before you go )are for.

quote:
but at least it cost you resources and then you have to scrap it or pay maintenance

The QRs cost you a hefty 25% maintenance too!
Right now, that equals 250 minerals /turn, but if you crank the price up 10x or so, you'll get decent cost.

[This message has been edited by suicide_junkie (edited 15 April 2001).]
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  #8  
Old April 15th, 2001, 04:28 PM

Marty Ward Marty Ward is offline
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Default Re: Tanker ships and quantum reactors...

Yeah, bases are large enough to generate their own supplies, there is no need to give them endless supply as an ability. You should have to use up some space on the base for supply generation.
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