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Old August 23rd, 2002, 02:30 AM
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Default Re: New, alternate means of modelling QNP in v1.78

Pax said:
Quote:
You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of >1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery

[ August 23, 2002, 01:31: Message edited by: jimbob ]
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Old August 23rd, 2002, 02:39 AM
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Default Re: New, alternate means of modelling QNP in v1.78

Three cheers for Pax, and three cheers for the tonnage minimum restriction in compenhancments that makes this possible.
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Old August 23rd, 2002, 05:48 AM
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Default Re: New, alternate means of modelling QNP in v1.78

Quote:
Originally posted by jimbob:
Pax said:
quote:
You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of >1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery
Why bother? If it takes 10% of mass to move at the MP of the engine technology known, Battle Moons would use 1000kT engine components. If the component gave 5 movement points, the 'moon woudl move at 5.

It'd just take a single, truly MASSIVE engine to do it. 8)
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Old August 24th, 2002, 01:59 AM
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Default Re: New, alternate means of modelling QNP in v1.78

yeah, okay, I see your point now. Somehow I missed the fact that we'd drive the "engines per movement" field back down to 1. I guess I was a little to stuck on the old QNP method.
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