Fission reactors actually aren't capable of exploding. Nuclear explosions are a bit harder than randomly piling together some uranium and waiting for it to go boom. It requires concentration and density to get the neutron flux high enough to set off a massive, uncontrolled chain reaction. Fission reactors generally just melt down, which isn't a big disaster in outer space.
I think it's likely the fuel rods don't necessarily refer to nuclear fission technology, but are just a convenient package for some other technology (besides, drilling holes in fuel rods doesn't make them explode... in fact, they're porous to allow gases to escape that build up naturally). I could be wrong about the nuclear fission reactors thing, though.
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Generally, when sci-fi authors have exploding space ships, it's usually because the reactor loses containment (generally a fusion reactor... incidentally, fusion reactors don't explode, either, but I suppose you have to start somewhere). I think the most convincing argument is that the internal magazines were compromised. In at least one case in Fleet Action, this explicitly happens (copying a similar occurance in the Battle of Midway), and is even more devestating, so maybe this doesn't make any sense.
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Jason_Ryock said:
When he gets rescued and brought in he's given an Anti-Radiation shot. Apparently, Radiation is less of an issue in Wing Commander Times. They've learned how to play around with it enough to be able to cure basic Rad posioning, I think.
We actually have anti-radiation treatments today, but they aren't magic like the ones used here. Most of the treatments are of the preventative type--swallowing potassium iodide, for example, to keep radioactive iodide from destroying your thyroid (the basis for the defense is a simple chemical argument: more non-radioactive thyroid keeps out the radioactive stuff). However, replacing tissue damage is beyond current technology. I suppose they might have some sort of nanotech system, maybe even gen-select's non-evil cousin.
Bonkus Maximus said:
---It always helps to be an aggressive pilot...the reactor gives you -- in theory -- unlimited shots with your energy weapons, but you have only a few missiles...just watch your fuel level.
I prefer guns-only attacks, since yes, the unlimited ammo thing is nice, but the fact that guns have a finite recharge time (and thus you can only fire so many times per second) means that it's a little more strategic than just being aggressive. You have to conserve your shots as well, to make sure you have a devestating burst ready when the opportunity comes up. In that way, missiles and guns aren't so different.
BlackJack2063 said:
About the Mace, it merely destroyed everything in one shot if it hit, it was more powerful than a torpedo and it was unguided. Just another example of adding more powerful things to make buyers more interested in the games, you have to get bigger for sequels.
I don't think that was really the case... the Mace was quite interesting, and hardly overwhelming or unbalancing. I liked to use it best to take out whole swarms of enemy craft, but that rarely came up, and took a lot of skill. Yeah, basically, if you used it as an oversized dumbfire, you probably weren't getting much benefit. Also, using the Mace to take out the Mandarin asteroid base came in handy.