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April 22nd, 2003, 04:39 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: A question about solar panels
I do not believe so. Much like the 1,000,000 person modular arcologies, the Crew Quarters and Life Support system create a fully self-sustaining environment for the crew, one where they can continue to live despite loss of all supplies, seven systems away from the rim, unrecoverable, but still consuming maintenance resources.
That's what I'm wondering. Why the blank can't I get intel reports from my omnipresent, invisible, vacuous fleet of resource freighters? Or at least tell them that a certain ship is 'cut off'. I know why: because that's not the way the game works. I'd hardly want time or Aarontime spent of changing that, but I'd like to hear a good excuse.
And another thing: ship takes damage (damn non-fatal mine fields), looses Bridge, Crew Quarters, Life Support. The ship still operates, sort of. Is this one guy left awake, like 2001, where everyone else sleeps? Are the sleep beds built into the chassis? Shouldn't there be a way to kill the crew themselves and eliminate their 'experience' level?
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April 22nd, 2003, 05:15 PM
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Brigadier General
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Re: A question about solar panels
Oleg, I would have to disagree. The components that use supplies are ship's systems and I think they represent basically a composite of fuel & ammo. Engines and weapons use supplies and a few other non-life supporting components like Stellar Manipulation components. Supplies can be viewed as energy required to operate the ship's large systems. Life support uses no supplies, nor does a stationary ship. A ship can be on station guarding a sector for the entire game without running out of supplies. If it doesn't move, the only way it can run out of supplies is if it fires its weapons enough times. If the intent was that supplies should also represent crew support, some component like Life Support would use supplies each turn even if the ships don't move.
Slick.
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Slick.
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April 22nd, 2003, 09:30 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: A question about solar panels
Quote:
Originally posted by Slick:
....If the intent was that supplies should also represent crew support, some component like Life Support would use supplies each turn even if the ships don't move.
Slick.
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That's the way SEIII worked IIRC. In some ways that was better - in other ways the current system is better. I think it would be nice to have both; not from the MicroManage perspective but from the 'reality' perspective. For instance, any ship with crew quarters will use some supplies each turn reguardless of ship movement / combat (don't fighters do that now?) Ships with just MC's should not use 'em unless move or fire....
I know this has been discussed many times - just my $.02 ...
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April 22nd, 2003, 09:55 PM
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Brigadier General
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Re: A question about solar panels
Quote:
Originally posted by rdouglass:
(don't fighters do that now?)
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Yes, and it can be turned off in settings.txt.
Slick.
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Slick.
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April 23rd, 2003, 01:10 AM
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Corporal
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Re: A question about solar panels
Quote:
Originally posted by oleg:
quote: Originally posted by Slick:
I have always thought that Solar Sails should add movement without using supplies. It just doesn't make sense. I suppose it is easy enough to mod them some supply generation and I know that some mods do this. But a stock Solar Sail sure doesn't act like you might expect if you are comparing it to a sail on a real sailboat i.e "free" movement using energy from wind (or in space, solar wind).
Slick.
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You still need some energy (from the crew at least) to rig sails and hove the ship Solar sails actually can give you free movement, in some situations. Strip a ship of its engines, and give it a solar sail. Voila, free movement, no Quantum reactor required 
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Do it, or I'll do something mean & unexpected.
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April 23rd, 2003, 01:16 AM
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Shrapnel Fanatic
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Re: A question about solar panels
No supplies limits you 1 move per turn though, so you have to add a supply storage comp.
[ April 23, 2003, 00:26: Message edited by: Imperator Fyron ]
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April 23rd, 2003, 02:05 AM
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Colonel
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Location: Colorado
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Re: A question about solar panels
Quote:
Originally posted by Dingocat85:
Solar sails actually can give you free movement, in some situations. Strip a ship of its engines, and give it a solar sail. Voila, free movement, no Quantum reactor required
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Great. Now all I need is engines that I can blow up on command, and a small supply component, so that my ship will be able to move a bit better when it had _nearly_ run out of supplies.
Come to think of it, it's not unreasonable to expect to destroy _any_ component on command. Others wouldn't have much reason, since the enemy can just repair the component if they catch your ship.
Of course, if you have blown up your engines _before_ the enemy closes in to capture your ship, your enemy will be sorely inconvenienced.
Yeessss, how deeeviiious...
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