
March 23rd, 2003, 05:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Revamping SEIV Ship Hull Sizes & Features
Quote:
QNP system? Could someone please post the engine requirements for this. I.E. I assume that the larger ships require more engines to go the same speed as a smaller verhicle
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No problem:
1) Pick a nice scale, that evenly divides all of your ship sizes. 50kt is typically good.
2) For each hull size, set the engines per move to [mass] / [50]
3) Bump up the standard movement points (thrust) of your engines to something around 3 to 7 points per 10kt. Higher tech engines should have more thrust.
4) Remove bonus movement abilities, since they mess up the system. Solar sails can provide lower thrust and use no fuel, to keep them useful.
An escort (150kt /50kt = 3) requires 3 E.P.M. so if you add a single engine with 3 standard movement points, it will have a speed of one.
Note: "Engines per Move" really means "standard movement points per move".
The alternative method is via mounts (mQNP)
1) Scale up all engines to enormous cost and size.
2) Add an engine mount for each hull, which reduces the size (and cost) of the engine appropriately. 1% per 50kt should do nicely.
3) Again remove bonus movement abilities.
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