Author
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Topic: How does reactor effect the unit?
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Natguy |
posted 05-23-99 12:07 PM ET
Howdy all. Whenever you design a unit ther's the little box with al the reactors in it. Now, I know that they get better as they go along, but how do they really affect the unit? (Boy, this sounds dumb)And while we're at it, when it says 8-1-2*2, what does the "*2" thingy mean? Please help this poor dummy. Thank you and good day.
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trippin daily
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posted 05-23-99 02:53 PM ET
20 hit points instead of 10 |
Plato90s
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posted 05-23-99 02:55 PM ET
But be aware the max power is 30, so Singularity Engine gives your air units 4 movement points bonus but only the same 30 power as Quantum Chamber. |
Natguy
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posted 05-24-99 04:11 PM ET
Oh. Thanks! |
Darkstar
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posted 05-24-99 05:41 PM ET
Other reactor effects include movement ranges for Air chassis (well, Needlejets, anyways). A Fission powered Jet flies 10 in one turn. A Fusion powered Jet flies 12 in one turn.Also, the carrying capacity of naval troop transports goes up per reactor. So a Fusion Transport Foil carries 4 units, not the 2 that Fission powered Foil Transports. -Darkstar |
Porkmonger
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posted 05-25-99 01:57 PM ET
Also note that the reactor has an interesting effect on a unit's costs. More 'complex' units, like gravships and hovertanks with big weapons, are cheaper as you get better reactors. But, especially for simple units like infantry and formers, the singularity and quantum reactors can make the unit MORE EXPENSIVE. It's important to swap reactors around and see which one is cheaper, unless you really need those extra hit points. Personally, I'd rather have a cheap super fusion former than an expensive singularity one that's essentially the same... |