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Old October 22nd, 2002, 07:50 PM
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Quote:
It's killing me to take up one third of my available kts to move maybe 8 or 9 movements.
Woah, 9 movement! You must be in a hell of a hurry. (well for a warship, anyways. For a scout design, that's quite slow)

If you can't afford the speed, simply go slower! Take off a few engines, and cruise around at 6 to 7 MP.

In standard SE4, speed is life. Always put the max engines on. Boring, no thought required.

QNP fixes that, and forces you to consider the tradeoffs. More speed is good at first, but then starts to impact your combat worthiness. Decide what's best for you!
The point of QNP is that you get to find your own balance of Speed / Weapons / Defenses.

In games with my family, my Dad goes for super-fast, defenseless ships. My brother likes slow, lightly protected, Weapon-heavy ships. I load up on defense.
The strategies, respectively are: "Win by being everywhere at once, and never getting hit", "Blow 'em away before they can fight back", and "Win by never dying, outlive your enemy"
Which one is best has yet to be determined.

The only Version of P&N that has regular SE4 style movement is P&N classic, and that's for SE4 v1.49 (pre-gold)

In order to change QNP back to standard SE4 propulsion, you'd have to:
1) Change all ships to have 1 engine per move, max engines 6, or whatever their normal max is.
2) Delete all engines, solar sails, and replace with normal SE4 drives.
3) Replace all AI_design_creation.txt with the files for unmodded SE4.
4) Clean up the mess that makes in things that depend on the QNP. Battlemoons, for one. Probably lots more.

[ October 22, 2002, 19:01: Message edited by: Suicide Junkie ]
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