![]() |
Re: Weapons, engines and mods, Oh my!
Quote:
Fyron, from your description of Adamant, it sounds like you've already got something like this working. http://forum.shrapnelgames.com/images/icons/icon6.gif PvK, that's a fascinating idea about the crew quarters, bridge and life support. Crew quarters could be modded to include life support (can't really have crew without it), and the life support could be changed to the engine widget. Perhaps one of these days I'll give in to my temptation and dig into the data files... |
Re: Weapons, engines and mods, Oh my!
here goes the realism.... http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Weapons, engines and mods, Oh my!
You can't give the LS ability to the CQ, or else the engines will still function normally without ion generators/reactors. IIRC, complete loss of LQ only drops engine movement by half; complete loss of CQ by half; and loss of bridge by half; and all three modifiers multiply.
|
Re: Weapons, engines and mods, Oh my!
Well... sorta. Having none of them gives 1 movement no matter how much movement you generate. http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Weapons, engines and mods, Oh my!
Lifesupport loss gives 1/4th normal speed, only 1/2 speed for the other two.
Also, though you can require a design to have any number of widgets, the ship will not lose speed until ALL the widgets are dead http://forum.shrapnelgames.com/images/icons/icon9.gif It sounds to me like you want the effects you get with simple mQNP |
Re: Weapons, engines and mods, Oh my!
Taera, you have a good point.
Quote:
Ah well, I guess my idea really won't work. But thanks for giving it thoughtful consideration; I do appreciate it. |
Re: Weapons, engines and mods, Oh my!
Quote:
PvK |
All times are GMT -4. The time now is 12:17 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.