Re: ?? regarding minesweeping
Or, to name another example, getting confused in a QNP mod. (Or, for that matter, designing Star Trek Mod colony ships with no movement.) QNP = Quasi Newtonian Propulsion, i.e. larger ships need more standard movement to move 1 sector than smaller ships. Some mods (like, IIRC, Pirated&Nomads) have rather accurate QNP systems, where engine power is actually measured in kT of thrust, and where the Engines Per Move is based on the ship's kT size, other mods have QNP systems where thrust isn't measured by kT but where bigger ships still need more engines. And of course then there's mQNP, or mount-based Quasi Newtonian Propulsion, where engine components are either huge, terribly expensive or both, and where you can/must use mounts to adjust them to a size which can be placed on your ship, or to bring down the cost to an acceptable level.
And, to continue on the mounts thing, some mods make extensive use of mounts, sometimes practically requiring them for certain components to be placed. In stock, mounts are nothing more than bigger, more expensive, more powerful weapon hardpoints, in mods they can be anything from a miniaturized weapon, to an armored component, to a shield generator with increased output. In stock, there's a good chance you'll not use mounts on anything else than specialized warships/battlestations, so if you're playing a mount-heavy mod, you're not likely to find out about them until you see the enemy use them.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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