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Old September 10th, 2004, 01:16 PM
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Fyron Fyron is offline
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Default Re: Making Carriers and Fighters more usefull.

Quote:
In SEIV, we have a difficulty, because we want fighters to have a high speed (e.g., 10 just for starters so they have a battle speed of 5) but we don't want fighters zooming around systems.
That is easily solveable. Separate the movement and supply abilities of engines. Works great for all vehicles, not just fighters. Divide size, cost, etc. of engines in half and remove supply abilities. Add "reactors" that are the same size as the new engines, and have those removed supply abilities. This works especially well in a QNP engine system, where there is no silly 6 engine per ship limit, as it provides even greater flexibility in vehicle design. For fighter reactors, just give them lower supply storage than the equivalent stock fighter engines would give them.

Quote:
3) Their carriers are fragile, not very fast, single-use vessels. They don't have the internal structure to carry heavy guns. If you can mod in a rule that carrier hulls can only carry regular-size weapons, then that would make things more real and also help with the exploit mentioned by someone.
This is also fairly easy to accomplish. It requires setting the sizes of all carriers to _never_ be the same size as a warship. Then, you need to add a lot more copies of large, heavy and massive mounts, giving them ranges of minimum and maximum ship tonnage that do not include the carriers. So, you might make the Light Carrier 810 kT instead of 800 kT. Replace the stock Large Mount with 2 large mounts. One has a min size of 400 and max size 800. The second has a min size 811 and no max size. This effectively cuts off the aforementioned 810 kT Light Carrier from using the large mount.
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