Re: Weapons, engines and mods, Oh my!
You could make engines store no supplies, which would force players to use supply storage comps (and can add a lot more design options). Check out Adamant, which has engines at 5 kT and then reactors that are 5 kT and store supplies (supply pods are gone). The B5 Mod does something similar, except that it's reactors generate something like 3000 supplies per turn and store 3000, so supplies are changed to power per turn instead of feul.
I don't think there is a way to make your idea work that is any different than just using engines as they are now (or in a QNP system).
[ June 17, 2003, 21:32: Message edited by: Imperator Fyron ]
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