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'Empire-Wide Go-Juice' facility.
Perhaps it takes up 75 Facility slots? That would make it really expensive (ie. cost of the sphereworld/ringworld)
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Saner armor and engine systems!!
Definitely, emissive armor needs to be like in SE3, (Reflects the FIRST Xpoints of damage)
As for needing X armor components to cover a ship, just think of it being spread really thin. One armor (40 hp) on a DN is worthless defensively, when you have 2000 shields.
Consider: two escorts fighting with one weapon each. That armor takes two hits & so Lasts 3 rounds (without perfect accuracy)
If we had DNs instead, the armor would be destroyed by the first hit (large mount) and the DN would proceed to fire three or four more large mount shots into you.
The same amount of armor is useless on DNs
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Solution for the engine problem:
Set the engine components to provide 150 normal (not bonus) movement points.
Now, set each hull to require its mass in engines per move.
Thus, an escort would require 150 engines per move. While a destroyer requires 300 engines per move.
So, four engines on an escort (4x150 movement) gives 600 movement points. Since the escort requires 150 engines per move, It ends up with 600/150 = 4 movement points.
On a destroyer those 4 engines & 600 points are divided by 300 engines per move, and 600/300 = 2 movement.
Thus, the destroyer, at twice the mass move at half the speed, using the same number of engines.
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I would like an option to auto-launch space units into orbit, so they don't clutter up my planet & I don't have to micromanage
I would also REALLY like shields to stack properly. Mixing phased and normal should give you TWO separate layers of shields, not one non-phased shield layer