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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.
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Re: New, alternate means of modelling QNP in v1.78
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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).
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Re: New, alternate means of modelling QNP in v1.78
Pax said:
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[ August 23, 2002, 01:31: Message edited by: jimbob ] |
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
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Re: New, alternate means of modelling QNP in v1.78
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It'd just take a single, truly MASSIVE engine to do it. 8) |
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.
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