.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   New, alternate means of modelling QNP in v1.78 (http://forum.shrapnelgames.com/showthread.php?t=7085)

Puke August 22nd, 2002 07:45 AM

Re: New, alternate means of modelling QNP in v1.78
 
or make bigger Versions of the engine damaging weapons, so regular ones are good enough to kill little ships, but bigger (or same size but more costly) ones are needed to kill bigger ships.

Krsqk August 23rd, 2002 01:20 AM

Re: New, alternate means of modelling QNP in v1.78
 
Quote:

or make bigger Versions of the engine damaging weapons, so regular ones are good enough to kill little ships, but bigger (or same size but more costly) ones are needed to kill bigger ships.
<font size="2" face="Verdana, Helvetica, sans-serif">Or, just use the nifty new mount toys to create an engine-killer-only mount

Rollo August 23rd, 2002 01:35 AM

Re: New, alternate means of modelling QNP in v1.78
 
Very good thinking Pax http://forum.shrapnelgames.com/images/icons/icon7.gif . I had a similar idea, not for engines, but for shields. This way a shield generator would be more effective on a smaller hull (which kinda makes sense to me). Haven't given much thought to the actual numbers, yet, but it would be kind of neat to force the player to make the decision between better weapon mounts (big hull) or better shield mounts (small hull).

jimbob August 23rd, 2002 02:30 AM

Re: New, alternate means of modelling QNP in v1.78
 
Pax said:
Quote:

You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of &gt;1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 23, 2002, 01:31: Message edited by: jimbob ]

geoschmo August 23rd, 2002 02:39 AM

Re: New, alternate means of modelling QNP in v1.78
 
Three cheers for Pax, and three cheers for the tonnage minimum restriction in compenhancments that makes this possible. http://forum.shrapnelgames.com/images/icons/icon10.gif

Pax August 23rd, 2002 05:48 AM

Re: New, alternate means of modelling QNP in v1.78
 
Quote:

Originally posted by jimbob:
Pax said: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of &gt;1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Why bother? If it takes 10% of mass to move at the MP of the engine technology known, Battle Moons would use 1000kT engine components. If the component gave 5 movement points, the 'moon woudl move at 5.

It'd just take a single, truly MASSIVE engine to do it. 8)

jimbob August 24th, 2002 01:59 AM

Re: New, alternate means of modelling QNP in v1.78
 
yeah, okay, I see your point now. Somehow I missed the fact that we'd drive the "engines per movement" field back down to 1. I guess I was a little to stuck on the old QNP method.


All times are GMT -4. The time now is 07:08 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.