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Re: mQNP
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Actually, I know that -- IIRC the Battlemoon in P&N needs 200 engines per move, so ... sixty-seven (67) Ion Drives, generating a total of 201 move points, will do the deed. Quote:
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Re: mQNP
The mQNP idea originated (from Pax) in the #se4 IRC channel. http://forum.shrapnelgames.com/images/icons/icon7.gif See what can come of hanging out in there? Maybe you all should come by sometime! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: mQNP
Yep, and then I suggested a "Hybrid" system, such as pax describes: "Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class..."
I still need to figure out how to squeeze it into P&N while all of maintaining a reasonable amount of flexibility in number of engines, preventing unmounted engines from being used, and keeping a nice design ambiance. |
Re: mQNP
I know! Set up 2 tech areas, and have one of them be removed for each game. Have one be classic QNP, and the other be mQNP! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: mQNP
Can AIs use the system as it is intended?
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Re: mQNP
Sure, if you set them up to use it. Though, I suppose my suggestion wouldn't work very well with the AIs. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: mQNP
They best thing IMHO about the mQNP that Pax originally proposed was that, at least in theory, the stock AI could work with it as normal. since the AI will automatically select mounts if they are available it should use them correctly. Of course since it's never actually been play tested there is always a chance of some unexpected glitch.
Geoschmo |
Re: mQNP
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I didn't bother to see how the AI took the changes, though. Heh. |
Re: mQNP
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Basic engine = 1000kT "Light Engines"; 2% mount, or 20kT engines 100kT Escort ... 1epm 200kT Frigate ... 2epm 300kT Destroyer ... 3epm "Medium Engines"; 6% mount, or 60kT engines 500kT Light Cruiser ... 1epm 700kT Cruiser ... 2epm 900kT BattleCruiser ... 3epm "Heavy Engines"; 18% mount, or 180kT engines 1300kT Battleship ... 1epm 1700kT Dreadnought ... 2epm 2100kT Baseship ... 3epm Alternately, add +1epm to all the Medium-engine ships (for 2, 3, 4), and +2epm to all the Heavy-engine ships (for 3, 4, 5). Thus, only three mounts: Light for ships 1kT to 499kT Medium for ships 500kT to 1299kT Heavy for ships 1300kT+</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh, sure, you'll let him fiddle with the EPM, but you throw a fit when I mention it... http://forum.shrapnelgames.com/images/icons/icon12.gif (j/k) |
Re: mQNP
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Standard QNP calculates this per ship hull by setting an engine-thrust:ship-mass ratio -- adjusting the EPM of that hull, so that you need more and more of the same engine components to achieve a given speed, as hulls get larger. mQNP does this instead, by setting an engine-mass:ship-mass ratio -- adjusting the size / mass of the engine, to fit the needs of each hull size. A hybrid system tries to balance between the two approaches; I'm not, personally, entirely satisfied with such an idea, but other mod writers may disagree. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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