Re: Weapons, engines and mods, Oh my!
Thanks. I haven't really absorbed much of what P&N does, though I think it's really a wonderful mod. I haven't yet studied much of Adamant mod either, though I will one of these days. What you say demonstrates that yes, unlimited QNP engines can avoid some of the issues I mentioned, with certain values.
Certainly that sort of system has some advantages, but I think using engine limits also has some of its own, as I've rambled about enough.
I still like the trade-offs and limits created by Proportions. I'd probably sooner add more engine types and variants, or go to a scale-mounted engine system, rather than unlimited QNP, because that would allow me to retain more appropriate to-hit modifiers for engines. Scale-mount engines is a cool alternative, but not entirely perfect either. Ah well.
PvK
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