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May 6th, 2004, 10:33 PM
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First Lieutenant
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Re: True Solar Sails
Wouldn't this make blackhole systems impossible to cross?
You could change engines to be emergency propulsion pods, then have a component called "reactor" or "engineering" and make it a spaceyard with zero build rate and repair ability of 1.
Hmm... is it possible to give emergency propulsion the organic armor ability? Then it could repair itself each turn.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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May 6th, 2004, 10:37 PM
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Shrapnel Fanatic
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Re: True Solar Sails
Or just have engines be really slow.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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May 7th, 2004, 01:32 AM
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Shrapnel Fanatic
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Re: True Solar Sails
Regeneration only repairs after combat, not from being damaged by stuff outside of combat or from being destroyed by using an emergency propulsion type ability.
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May 7th, 2004, 02:26 AM
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Lieutenant Colonel
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Location: Virginia
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Re: True Solar Sails
While we're on the subject, here's a sneak preview of how I did solar sails for my (hopefully) forthcoming Mother of All Mods mod...
(NOTE: Quasi-Newtonian movement rules in effect)
Quote:
Name := Solar Sail I
Description := Uses solar winds to generate movement for a ship.
Pic Num := 129
Tonnage Space Taken := 20
Tonnage Structure := 200
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 6 standard movement.
Ability 1 Val 1 := 6
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Minus
Ability 2 Descr := Large size makes ship 75% easier to hit in combat.
Ability 2 Val 1 := 75
Ability 2 Val 2 := 0
Weapon Type := None
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Comments?
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May 7th, 2004, 03:04 AM
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General
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Re: True Solar Sails
Just one question: Why the defensive minus???
[ May 07, 2004, 14:20: Message edited by: Renegade 13 ]
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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May 7th, 2004, 03:28 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: True Solar Sails
Quote:
Originally posted by Renegade 13:
Just one question: Why the defensive bonus???
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That's hardly a defensive bonus...it's a 75% penalty to defense. 
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May 7th, 2004, 03:28 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: True Solar Sails
that way if you loose your engines in combat you're easier to hit.
EDIT: or not.
[ May 07, 2004, 02:29: Message edited by: Phoenix-D ]
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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