
May 10th, 2002, 12:46 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Also a problem with the battlemoon is if you use QNP, it will generate a range check error, since the number of engines per move must necessarily be huge, and the corresponding number of movement points will overflow the 255 limit in the hard code.
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Shouldn't the battlemoon be incredibly slow though? If this is the case then a maximum speed of say 5 would require 250 mp total (50 mp/movement). The best output by a engine is about 5, so make the limit for the number of engines = 50. If the poor sucker doesn't have quantum engines, he'll just have really slow battlemoons.
My preference would be to have mammoth engines that have much larger mass and higher output (but still a max output ratio of 0.5 mp per kT). This would allow the player to design the ship without having to manually put 50 engines on, and then have to go through the whole thing again when a new engine comes along.
my .02$
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