Thread: mQNP
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Old January 8th, 2003, 03:11 AM
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Puke Puke is offline
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Default Re: mQNP

im not talking about changing engins per move to anything besides 1, im talking about changing the mounts so that..

...nevermind

edit: no. pay attention. its not hard:
(these numbers are arbitrary, and do not reflect game balance or realistic component sizes)
200kt ship. 1 engine per move.

500kt ship. 1 engine per move.

100kt engine.

engine mount for 200kt ship, 2% size. 2kt engine for 1 move.

engine mount for 500kt ship, 5% size. 5kt engine for 1 move.

the above system reflects engines which are DIRECTLY PORPORTIONAL to hull size. that is the standard mQNP system. engines for 1 move are (hull size) / 10

engine mount for 200kt ship, 4% size. 4kt engine for 1 move.

engine mount for 500kt ship, 14% size. 14kt engine for 1 move.

the above system reflects engines which are INDIRECTLY PORPORTIONAL to hull size. this is still mQNP, but is slightly different from how most people use it. engines for 1 move are (hull size)^2 / 10000. this formula does not have to be used exactly, but you get the idea.

this method allows ships of diferent sizes to be different speeds. smaller ships can be significantly faster than larger ships. using the standard mQNP system most people use, all ships will use x% of their space for one engine, meaning that they can all fit the same number of engines in them, if they dont have any other components. sure, if 60% of a big ship is free space, thats more than 60% of a small ship, but the concern is engines rather than available space. bigger ships are faster with a directly porportional system (the kind of mQNP you are used to), if anything, because they can afford to dedicate a greater percentage of their hull space to engines.

an indirectly porportional system fixes that.

[ January 08, 2003, 01:29: Message edited by: Puke ]
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