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  #1  
Old May 21st, 2001, 04:47 PM
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Default Re: Modder brainstorming session

Thanx for the URl... veeeeeery impressive technology, want to get me one of those.

I was looking for that article using sarch engines arlier, and although I didn't find it, I ran into some other intresting propulsion pages... Apparntly they already hav a 10x mor fficient replacement for the ion engine (like the one used on the "Elite" DS1 mission.)


<HOMER SIMPSON>
How come you guys can put a man on the moon but you can't make my shoes smell good?
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  #2  
Old May 21st, 2001, 04:49 PM
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Default Re: Modder brainstorming session

You may have noticed, the "e" key on this keyboard isn't too good

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  #3  
Old May 21st, 2001, 11:10 PM
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Default Re: Modder brainstorming session

My mod idea has to do with engines. Make a Buzzard Ram Jet. Attach the solar collector ability to an engine. It would collect less than sollar collectors of course.

As for the tactical/strategic engines discussed earlier. I think it would make sense to have differentt fuel consumptions. A ctactical engine is going to consume more fuel so it is faster but shorter range, but are faster in tactical combat. Strategic on the other hand has to do with long term voyages which are more fuel efficient but give few tactical movement points.

I didn't read the whole thread so this might just be a repeat.
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  #4  
Old May 21st, 2001, 11:28 PM

Trachmyr Trachmyr is offline
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Default Re: Modder brainstorming session

This is what I got so far in my mod:

There are 6 propulsion technologies:

Chemicle Rockets levels 1-3 at 20K each, Start level 1


Electrical-Based Propulsion levels 1-5 at 50k
Ion Drive 1-5
Ether-Ram 1-5, needs physics 2
Jacketed-Photon Drive 1-5, needs pyhsics 3
Quantum Drive 1-5, needs physics 5


Nuclear-Based Propulsion levels 1-5 at 50K
Fission Rocket 1-5
Fusion Rocket 1-5, needs physics 1
Fusion Drive 1-5, needs physics 2
Contra-Terrene Drive (Antimatter) 1-5, needs physics 4


Resonance-Based Propulsion levels 1-3 at 100K - Ruin's Technology
Resonance Engines 1-3


Gravity-Based Propulsion levels 1-5 at 50K, needs astropyhsics 3 & physics 4
Gravity Drive 1-5


Solar-Based Propulsion levels 1-3 at 25K
Solar Sail 1-3, needs construction 1-3 & astrophysics 1
Plasma Sail 1-3, needs physics 1-3 & astrophysics 2


What do they do?
Chemicle Rockets are moderate speed & HUGE fuel usage (i.e., 60/50/40)... improved levels reduce supply usage & lower costs.

Electrical-Based Propulsion are high efficiency, low speed engines. Photon-Jacketed engines get a 1 movement boost $ quantum Drives are 50% faster. improved levels reduce costs signifagantly.

Nuclear-based propulsion is fast with high supply usage. Each successive type (except Fusion Drives) become faster. Anti-matter is 2.5x speed! improved levels (especially for Fusion Drives) have better fuel usage.

Resonance-Based propulsion is a moderate speed, high-efficiency engine that can only be found at ruins. Improved levels reduce costs and mass.

Gravity-Based Propulsion is a quick, effieient engine. Improved levels raise efficency/speed and reduce mass/cost slightly.

Solar-Based Propulsion is a VERY slow, Extremely efficient drive (0 for sails, 3 for plasma). improved levels reduce costs/mass for solar-sails and give a slight speed bounus to plasma-sails.

Feel free to use anything you like.


In addition, I don't have "afterburners" because I use that ability for my "Engineering" componet. But I am adding hit penalties/bounuses to engines. The faster (brute force engines, particularly Nuclear... but also gravity to a lesser extent, plus resonance) get a penalty to be hit... while the lower electrical-based and solar-based in particular, get a bounus to be hit. (solar Sail will be at +50%). Oh, one Last thing, I treat Solar-Sails as armour so they get blown away first!

[This message has been edited by Trachmyr (edited 21 May 2001).]
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  #5  
Old May 22nd, 2001, 12:01 AM
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Default Re: Modder brainstorming session

Regarding fast strategic move without fast tactical move - you can use a combo of an emergency propulsion-type component, combined with a cheap/small "damage control" component that repairs one component per strategic turn.

PvK
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  #6  
Old May 22nd, 2001, 12:16 AM
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Default Re: Modder brainstorming session

quote:
Regarding fast strategic move without fast tactical move - you can use a combo of an emergency propulsion-type component, combined with a cheap/small "damage control" component that repairs one component per strategic turn.

That would be perfect for a Humans-only game... any way to make the AI use the Emergency propulsion often enough?
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  #7  
Old May 22nd, 2001, 01:14 AM
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Default Re: Modder brainstorming session

Well, perhaps if they designed a ship that had only emergency prop, damage control, and afterburners, they would use the emergency prop to get around.

I haven't tried it, though.

PvK
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