Thread: Babylon 5 Mod
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Old April 25th, 2005, 09:17 PM
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Default Re: B5 MOD General

Quote:
Imperator Fyron said:
Limiting engine choices would in my opinion be a very bad move. QNP is a great system to keep around.
That's fine, but using grumbler's current mod as a test bed I find that the margin for engine choice has been reduced anyway to the options I gave.
If you go over the higher number I listed you basically have a ship that is all engine. Which I suppose makes my limiting things a bit meaningless.

Quote:
Suicide Junkie said :
Engines don't (or at least shouldn't) store supplies.Don't go breaking the QNP in your quest for supply balance.
I was not implying engines store supplies. My figures were based on the supply capacity of the reactors. But by making the generation of supplies within each size of reactor less that its supply capacity , you have a ship that will eventually run out of supplies if it uses more supplies than it generated in a particular turn.

If however the ship does not use all it's movement points in a turn then it will have more supplies when it starts it's next turn.

This will still allow a ship to travel right around the map, only it would need to rest whenever it was over stressing the supply management. However looking at the reactors again one is more or less restricted by available ship space to throw reactor limitation out. However this might be an opportunity to make the efficiency of the reactor size more telling.
(Of course this only really applies in systems with one star.)

Quote:
grumbler said:
A black hole that the AI could escape from (i.e. one with a pull of one) seems too trivial to bother with.
Not if your fleet is suffering from battle damage. It would allow some players to form strategies for capturing other races ships if they could use one fleet to damage engines and then move in with another fleet to board ships that suffer from the movement penalty. (But this is not such a priority at the moment.)

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