View Full Version : Supply storage + quantum generators, what is it good for?
Ruatha
May 28th, 2003, 12:38 AM
I've seen some enemy ships with both quantum generators and supply storage, why?
I have only quantum generators on mine.
If my baseship has only 1000 supply storage, will it run out of supplies during combat or will the quantum generator also generate supplies during combat as well as when travelling around the universe?
Phoenix-D
May 28th, 2003, 01:28 AM
QRs don't generate supplies during combat, or store any. So if you have only a QR and get hit with engine-killing weapons..all your supply goes away.
Fyron
May 28th, 2003, 02:24 AM
Umm... that isn't true. QR makes you have infinite supplies as long as it is operational, even in combat. They have endless supplies. Being hit by an ID in combat does not stop a ship with a QR from being able to fire it's weapons.
oleg
May 28th, 2003, 11:20 AM
Originally posted by Ruatha:
I've seen some enemy ships with both quantum generators and supply storage, why?
<font size="2" face="Verdana, Helvetica, sans-serif">If it is AI ships - then take into consideration how difficult is to properly code ship designs that work at different game stages and technologies involved. It is better to be on a safe side and let AI waste some space.
If it is human ships - well, he just like shiny blue containers http://forum.shrapnelgames.com/images/icons/icon7.gif
narf poit chez BOOM
May 29th, 2003, 08:07 AM
ooh, shiny.
dogscoff
May 29th, 2003, 11:03 AM
Doesn't scan as well as the original, I feel:
Supply storage + quantum generators, what is it good for?
<font size="2" face="Verdana, Helvetica, sans-serif">Absolutely nothin' - say it again now,
Supply storage + quantum generators,
Huh!
what is it good for? Abosultely nothin'
Didn't we have this conversation before?
[ May 29, 2003, 10:04: Message edited by: dogscoff ]
Mephisto
May 30th, 2003, 01:14 AM
If you place the Quantum reactor before the Supply storage the AI will only add the Quantum reactor. http://forum.shrapnelgames.com/images/icons/icon7.gif
atari_eric
May 30th, 2003, 05:52 AM
If your QR gets blown out during a battle, yet the ship survives, it can use the storage supplies to limp home... at least that's my guess.
Fyron
May 30th, 2003, 06:06 AM
A repair ship or two fixes that problem up right away. Set supply storage to be the first comp group to be repaired, and QRs should get repaired first. http://forum.shrapnelgames.com/images/icons/icon12.gif
von_toaster
May 30th, 2003, 02:23 PM
And slightly off the subject, but still concerning resupply, what is the purpose of quantum reactors (and also solar collectors) on satellites?
Is it just related to component family?
dogscoff
May 30th, 2003, 05:15 PM
what is the purpose of quantum reactors (and also solar collectors) on satellites?
<font size="2" face="Verdana, Helvetica, sans-serif">Absolutely nuthin'. adding supply storage to sats serves no purpose at all, unless you have some reason to waste resources or you want a really inneficient way of bulking out your sat's damage points.
rdouglass
May 30th, 2003, 09:32 PM
What about running out of supplies DURING combat (or am I wrong then in my assumption that supplies are shared at the end of the game turn and not the combat)?
...or am I lost from a few patches ago.... http://forum.shrapnelgames.com/images/icons/shock.gif
IOW when exactly are supplies distributed to other ships in the fleet????
Fyron
May 31st, 2003, 12:29 AM
A ship with a functional Quantum Reactor can NEVER run out of supplies. So, having a supply storage component on it is useless. This is the question that was asked. Now for your question. You should always have at least one supply storage _OR_ a QR on all warships, to help against Ionic Dispersers. QRs share supplies sometime between game turns, so they do not help other ships in the fleet in combat. But having a QR on each ship means it will never be able to run out of supplies. So if all ships have a QR, you don't need to worry about it. http://forum.shrapnelgames.com/images/icons/icon12.gif But if you have one ship in the fleet with a QR, then there is no chance of your ships running out of supplies in any combat unless their engines and all supply storage components are destroyed, in which case a QR can't ever help them. http://forum.shrapnelgames.com/images/icons/icon12.gif All the ships start each turn fresh with full supplies, and no amount of combat and movement possible in a single turn can possibly deplete every Last supply from a ship that starts off full (combat movement uses no supplies).
rdouglass
June 2nd, 2003, 08:00 PM
I apologize for my ignorance, but when you say:
"All the ships start each turn fresh with full supplies..."
do you mean combat turn? If so, it doesn't seem very fair... http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
June 2nd, 2003, 08:08 PM
No, game turn. QR does two things: prevent the ship it is on from ever running out of supplies, and fill up every single ship in the fleet with supplies at the beginning of each game turn (not combat round).
rdouglass
June 2nd, 2003, 08:42 PM
So, in theory at least, you can deplete a ship without a QR by sending waves of ships at it reguardless of if there is a QR in the fleet or not?
Sorry, don't want to beat this Q up; just trying to be clear in my own mind....
Suicide Junkie
June 2nd, 2003, 09:02 PM
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.
Fyron
June 2nd, 2003, 09:22 PM
Yes it is possible, but unlikely that you will have enough spare ships to do it with. http://forum.shrapnelgames.com/images/icons/icon12.gif
rdouglass
June 2nd, 2003, 09:24 PM
Originally posted by Suicide Junkie:
...Next month, they'll be given more from the QR ship, and you'll have to start over.<font size="2" face="Verdana, Helvetica, sans-serif">Isn't that the fun part? http://forum.shrapnelgames.com/images/icons/icon10.gif A few well placed engine-damaging rounds will reduce that a bit further methinks... http://forum.shrapnelgames.com/images/icons/icon10.gif
Well, what we need now is a supply-reducing weapon... I know, I know, my thinking may be a little warped, but I like to work on possible strategies that are way 'outside the box'. Been playing this game since SEII and I'm just now getting ready for a PBW game... http://forum.shrapnelgames.com/images/icons/shock.gif
Wardad
June 2nd, 2003, 09:52 PM
Missles require a lot of supplies to fire.
Your early game missle ships can't go far and fight much.
oleg
June 2nd, 2003, 10:08 PM
If only SEIV could handle negative numbers properly...
The gun that has a negative supply usage for example. Some kind of space vampire IV http://forum.shrapnelgames.com/images/icons/icon7.gif
Karibu
June 2nd, 2003, 10:41 PM
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.<font size="2" face="Verdana, Helvetica, sans-serif">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 ]
Suicide Junkie
June 2nd, 2003, 11:33 PM
No, no no!
That is for a ship with NO quantum reactor, in a fleet that has some other ship with a QR.
Fyron
June 3rd, 2003, 12:33 AM
Karibu, did you read my Posts? I was clear on that distinction. http://forum.shrapnelgames.com/images/icons/icon12.gif
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