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				March 19th, 2003, 09:55 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		What's all this about banning QR's? I want to be able to tool around without having to worry about gassing up. Once a certain level of technological advancement is achieved energy reserves should no longer be a limitation. 
 
Besides, it cuts down on the micromanagement. Any fleet with a propperly equipped supply ship or two doesn't really have to worry about running out of fuel. QR's just allow you to send smaller Groups (or lone vessels) out to do what a larger fleet was once needed for. That, I think, is the heart of advanced technology. 
		
	
		
		
		
		
		
		
			
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				March 19th, 2003, 10:15 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		QR's remove a major strategic element from the game for very little cost. That is the crux of the problem. 1 QR keeps a 5000 ship fleet supplied each turn. This is extremely unrealistic.     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 21st, 2003, 07:48 AM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		Yeah, quantum reactors are unrealistic.  If we could really build those, then we just build one quantum reactor on the ground, and be able to power the entire world with it. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 21st, 2003, 03:20 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		Actually, the solar collectors already provide more than you're suggesting there. 
 
1 engine's fuel for 1 mp = 10 supplies. 
 
Of course, 6 engines going 1 mp use 60 supplies, 
and 6 engines going 6 mp use 360 supplies. 
 
For P&N PBW, I've gone with making the quantum reactor a giant supply storage bay. 
3x the supplies per KT compared to the best "standard" supply tank, but 3x the cost, and its BIG so it needs to be on a dedicated supplyship until you get the really big hulls. 
		
	
		
		
		
		
		
		
			
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				March 21st, 2003, 03:25 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		SJ, 
Correct which is how I use them in the Gryphn Mod. 
I don't think Fyr on wants that strong of a power source.  I sence he wants it to be more limited. 
Perhaps he will contradict me.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 21st, 2003, 03:48 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Imperator Fyron: 
QR's remove a major strategic element from the game for very little cost. That is the crux of the problem. 1 QR keeps a 5000 ship fleet supplied each turn. This is extremely unrealistic.     
			
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 Yes, I agree. 
 
Limiting the QR to the ship it is installed on is a solution. That would be analogous to the reactors on US Carriers. 
 
Or, as has been suggested, limit its production of supplies to a set amount. 
 
I too dislike the micromanagement in the middle and end game. And at first I thought it would increase it significantly. Uggggg!!!! 
 
But putting a QR on each ship would actually reduce it a bit, since one would no longer have to produce supply ships (a ship with a QR) and make sure there is a supply ship with each fleet. 
		
	
		
		
		
		
		
		
			
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				March 21st, 2003, 04:12 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		But even so, the reactors on those carriers don't produce food, ammo, and other consumables required by the ship, just electrical power. 
 
Personally, I'd separate that power requirement out into a rads maintenance cost, and leave supplies to be the physical resources needed 
		
	
		
		
		
		
		
		
			
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				March 21st, 2003, 05:31 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		The reactors also provide heat to make drinking water and provide for propulsion.  But isn't the idea similar to the "replicator" on Star Trek?  i.e. you can make most "supplies" if you have enough energy to convert? 
 
Slick. 
		
	
		
		
		
		
		
		
			
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				March 21st, 2003, 06:41 PM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		
	Quote: 
	
	
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				Perhaps he will contradict me. 
			
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 Who? Fyron? Contradict someone? Surely not... 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 22nd, 2003, 02:25 AM
			
			
			
		  
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				Re: Quantum Reactors
			 
             
			
		
		
		
		Ok, got it. 
If I understand correctly you, (Fyron and others) would like to remove the omnipotent QR from the game and replace it with something that generated a lot fewer supplies.  I’m guessing you would like a device that would generate enough supplies to: 
Generator I – Generates the equivalent of one engines usage in one full movement. 
Generator II generates the equivalent of two engines usage in one full movement 
Or something like that. 
Nice Idea, wish I had thought of it.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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