Re: Weapons, engines and mods, Oh my!
Good point.
There is also the mQNP system, which uses mounts to decrease the size of engines for small ships.
You get almost the same physics, with engine space used <--> speed, etc...
The only differences are:
1) players MUST remember to use a mount when adding engines.
2) damage to engines is not as smooth, but with a 1 engine = 1 MP, the differences will be relatively minor. (Although for large ships, the engines will act like armor)
3) The 255 MP limit is no longer an issue. Instead, you have to worry about the 1%-100% range of possible engine sizes, and the prevention of players from using unmounted engines accidentally...
4) And stuff like supply storage, repair rates, etc...
In addition, there is also the Hybrid-QNP option, which has yet to be developed fully.
1)a) Use the mQNP to make engine classes (Light, Medium, Heavy)
b) Use Engines Per Move to separate ships in each Category, and give them whatever values result in the correct momentum.
2)a) Use mQNP for light to medium ships, and then start cranking up the EPM for larger ships, which can use the unmounted engines.
[ June 17, 2003, 17:49: Message edited by: Suicide Junkie ]
__________________
Things you want:
|