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September 13th, 2001, 09:04 AM
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General
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Re: BUG:Quick supplies from fighters
Good idea, but how would you keep human players from putting engines on these hulls?
Could you put a negative bonus movement on, to negate any engines?
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 13th, 2001, 10:13 AM
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Lieutenant General
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Re: BUG:Quick supplies from fighters
quote: Originally posted by dogscoff:
Good idea, but how would you keep human players from putting engines on these hulls?
Could you put a negative bonus movement on, to negate any engines?
with an engine limit of zero?
just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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...the green, sticky spawn of the stars
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September 13th, 2001, 11:01 AM
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Re: BUG:Quick supplies from fighters
Oh yeah, I knew that.
*Dogscoff slaps forehead...
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 13th, 2001, 11:49 AM
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Private
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Re: BUG:Quick supplies from fighters
I think bases should behave like big satellites in regard to supplies. I.e. neither produce nor consume them.
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September 14th, 2001, 01:53 AM
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Shrapnel Fanatic
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Re: BUG:Quick supplies from fighters
That would essentially be making a base non-fleet-able. If its not in a fleet it can't share supplies.
But, if you got that route, it requires a tiny bit of hardcode, and disallows the "power station" idea. Having a limited supply storage on bases, and using solar panels, you could resupply ships, but only so many, so fast before your base runs dry.
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September 13th, 2001, 02:00 PM
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Re: BUG:Quick supplies from fighters
QUOTE:
with an engine limit of zero?
just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6.
/QUOTE
What about solar sails, emergency propulsion etc?
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 13th, 2001, 07:54 PM
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Shrapnel Fanatic
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Re: BUG:Quick supplies from fighters
Those can be modded to be ship only, rather than "Ship/Base" as they currently are.
Solar sails are useless if the ship has zero standard movement.
On fighters, solar sails will provide movement even with out engines, but SE4 has a quirk with ships that if they have no engines, sails don't help.
Emergency propulsion could be modded to be an engine with a "pulse" mode, whereby you get a burst of speed, then travel slower until it is repaired. In this way, the base would not be allowed to have E.P., since they count as engines.
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