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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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