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  #1  
Old May 18th, 2001, 11:58 PM

Trachmyr Trachmyr is offline
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Default Re: Modder brainstorming session

Oh, about afterburners (Combat movement)... you got one big problem with them, only the higest value is used... they DON'T add together (unless this was changed in the Last patch, but I don't think so)... so if you got 5 Tactical Engines each with a combat move of 2, you'll only get a combat speed of 2 NOT 10. Sorry for the bad news.

P.s. You should know that the ability used for solar sails can be added to other things, their are two values given for that ability, one is the speed bonus the other is a unique identifier... you only get the highest bonus from EACH identifier, thus you can make several componets with that ability and their effect can add together (but only 1 is effective for each type = identifier)

just a FYI
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Old May 19th, 2001, 12:13 AM

Trachmyr Trachmyr is offline
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Default Re: Modder brainstorming session

oh, one other thing... you don't have to lock yourself into using the ability given with solar-sails... just turn them into an engine, if you don't want the bonuses adding up the use the "one per vehicle" restriction. however they won't perform their old function (which is a good thing if you ask me, I've never understood why a solar-sail is so good at increasing the speed of dreadnoughts after they already have quantum engines propelling them). IMHO, solar sails should be used for SLOW low-maintaince auxillary or work-craft.

P.S IRL a new "solar sail" has been invented, it uses plasma to "inflate" a magnetic field to create a huge reflective bubble. The WORKING model is the size of a pickel jar and can create a sail 1/2 a square mile! The guy who invented it won a nobel peace prize. I read about this on NASA's site about 2 or 3 months ago. Makes you think huh?
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  #3  
Old May 19th, 2001, 01:42 AM

Marty Ward Marty Ward is offline
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Default Re: Modder brainstorming session

Do you know what identifier numbers are allowed for the solar sail movement?
As far as the tactical engines are concerned, if the idea is in order to get more combat moves you have to give up strategic moves then make the combat movement generator an engine, then if you use it you will lose any extra movement bonus gained by using the same engine types.
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Old May 19th, 2001, 02:08 AM

Trachmyr Trachmyr is offline
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Default Re: Modder brainstorming session

well the solar sail itself uses "1", all others are open... I would GUESS that you could go up to 255.

But you still got a problem with the engines, you make it an either or propositon... you can have fast ships that are slow in tactical or slow ships that are fast in tactical, but not fast/fast ships... so what's the point?
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Old May 19th, 2001, 02:32 AM

Marty Ward Marty Ward is offline
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Default Re: Modder brainstorming session

That is the whole point, what do you give up in order to gain something.
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Old May 19th, 2001, 02:49 PM

jimbob55 jimbob55 is offline
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Default Re: Modder brainstorming session

quote:
Originally posted by Trachmyr:
Oh, about afterburners (Combat movement)... you got one big problem with them, only the higest value is used... they DON'T add together (unless this was changed in the Last patch, but I don't think so)... so if you got 5 Tactical Engines each with a combat move of 2, you'll only get a combat speed of 2 NOT 10. Sorry for the bad news.



But if you make set of tac engines with a range of movement from say 4 to 8 at different tech levels, each with a 5 or 10kt size it allows for fast interceptors with fewer weapons or slow bombers with more weapons.
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  #7  
Old May 19th, 2001, 03:33 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Modder brainstorming session

quote:
But you still got a problem with the engines, you make it an either or propositon... you can have fast ships that are slow in tactical or slow ships that are fast in tactical, but not fast/fast ships... so what's the point?


Slow, fast tac. ships use afterburners.
Fast, Fast ships use engines + afterburners.
how do you get a
fast, slow tac. ship? (as in 7 strategic, 1 combat?)
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