quote:
RE: Solar Sails, I don't think they should be included due to conflict/abuse with P&N style propulsion. Giving bonus/extra movement doesn't work in this situation, and giving standard movement can be abused (ships with 40 Solar Sail III--much greater range, minimal supply usage than with best engines in P&N). I may include one level, but it would probably not add much movement; today's solar sails are quite large and would take a great amount of time to generate significant speed. They're probably better off not included, just to keep with the thrust of the mod.
Look at how I did it in P&N. The Solar Sails are slower than engines, but use no fuel.
So if you want no fuel usage, you'll have to skimp on weapons/defenses or go slower.
You could also go with a mix of both.
The best sail gives you only the equivalent speed of CT engines; you could go 50% faster on Quantums.
quote:
Ablative Armor ratios reworked. Researching a higher tech gives, on average, a 1.25x better S/T ratio (was 1.125x). Increased starting ratio of A.A. I (1) to 4.75 (was 3.75). S/T ranges are now:
A.A. I (1): 19/4 (4.75); A.A. V (1): 27/4 (7.75)
A.A. I (2): 17/3 (5.67); A.A. V (2): 25/3 (8.33)
A.A. I (3): 14/2 (7.00); A.A. V (3): 21/2 (10.5)
IMO, this means that the AA x (1) is better than an AA x (3).
See, in this case, the 3's take twice a slong to repair, since they're smaller.
I suggest keeping the same numbers, but swap the sizes, so the armor gets easier to repair as time goes by.
quote:
"4) damage-reducing components? I think 4)"
OK, how this works again:
Take a shield. Remove all the shield graphics from the races. Call it Damage Control. Now, give it a shield strength of about 10 and a regen of the same. Poof, it reduces damage by that number per turn.
Phoenix-D
"I understand (at least now) how to implement the Damage Control comps; I'm just wondering what excuse I can give for them. What systems do we have today/in the near future that would approximate this effect?"
Well, you could call it a specialized control center that directs crews which quickly jery-rigs damage as it happens, reducing the overall effect on the ship. Loosing the control center takes away the cordination of quick repairs, and thus the damage reduction.
I would call this Emissive armor! It absorbs the first 30 points of damage and the rest spills over onto other parts of your hull. The armor would "cool down" every round as the regeneration kicks in.
Multiple segments of armor would dissipate the energy better, as well as having a higher absorption limit before they fail.
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[This message has been edited by suicide_junkie (edited 18 July 2001).]