Thoughts on Supply Generation |
A very random and minor thought. Quantum Generators and Solar Panels..... Why don't these have supply storage equal to the output they produce, so that one of them can actually supply something without needing supply storage from a game effect, but only one turns worth of production.
Representing the power they are actually outputting at the particular time.
Just seems to me to make a logical sense to be able to use them for something like a satallite like that. Obviously they can't supply a ship on their own, would need some storage also, but why not something tiny.

Re: Thoughts on Supply Generation
Fair enough. I suppose the couple hundred supplies would buy you an extra round of movement...
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The Reason
Solar Generators IRL don't have Batteries. If it isn't used immediatly, it doesn't do any good. Unfortunatly in game it doesn't generate for every movement, so it's used immediatly always translates into right before your turn begins 
Re: Thoughts on Supply Generation
Put the solar ship in a fleet with a couple other ships and it'll happily generate supplies that get stored on other fleet ships. Or at least that's how it should work.
I'm considering stripping all components of their supply/ordinance storage abilities and requiring ships bring these components, though they'll get a boost to compensate.
Re: Thoughts on Supply Generation
I'm considering stripping all components of their supply/ordinance storage abilities and requiring ships bring these components, though they'll get a boost to compensate.
The usage is taken from the storage, not the production. I don't think it would work. My mod don't have supply/ordnance shortage under normal usage and alternative sources are plentiful. Don't know why you want to remove storage...




Re: Thoughts on Supply Generation
In terms of ships, you can look at either item as reducing supply usage and not necessarily for stockpiling supplies when the ship is idle.
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Space Empires Depot | SE:V Balance Mod