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  #1  
Old October 6th, 2001, 04:55 AM
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Default Re: Next Version of P&N: suggestions

As of P&Nv2.3c, when you use quantum engines, the 42 engine limit is just before the RCE point. So you will get an RCE, then notice the warning about too many engines.
This way, you can put on 84 ion engines to get the same speed as 42 quantums, without an illegal design.

The Engine disruptor defenses will be just like my defenses for weapon, shield gen, armor piercing and null space weapons.
Basically, it is a tough engine, that provides no movement, just absorbs hits.

Fighters are set, just like ships, but I just realized that they will screw up the AIs. The QNP for fighters is moved down to the humans-only section.

Monoliths: I'm only making 13 monoliths, one for L1 tech, 6 for L2 tech, and 6 for L3 tech. You can't get level 3 in one resource without having level 2 in the other resources.

Yep Bases -> ships with no movement, and all their classic abilities except supply generation.
The best idea would be to put solar panels on your bases, making them into orbital power facilities, used to resupply your ships via fleeting.
Supply generation bases will become a prime military target

Would 3 sizes be enough? You can always mix them to fill in the leftover space, without losing efficiency.
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Old October 6th, 2001, 05:01 AM

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Default Re: Next Version of P&N: suggestions

"The Engine disruptor defenses will be just like my defenses for weapon, shield gen, armor piercing and null space weapons.
Basically, it is a tough engine, that provides no movement, just absorbs hits."

I tried that for both engine AND shield protection. For whatever reason, it didn't do anything. Worked for weapons, though.

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  #3  
Old October 6th, 2001, 05:56 AM
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Default Re: Next Version of P&N: suggestions

Hmm. That's odd. Well, its ok. I'll just give the ion sinks 1 movement point. Since it would take 90KT of them to move an escort at speed one, they won't be abused

Now for shields... I'll try giving them a small negative shield generation, plus a small positive to canel it out.
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Old October 6th, 2001, 05:59 AM

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Default Re: Next Version of P&N: suggestions

I'm fresh out of weapon ideas, unless you want to borrow some from TechMod (hey, I took your movement and battlemoons, so it's all good )

Rockets- direct fire CSMs with a penalty to-hit
Singularity Cannon- skips everything, 50000 damage. Downside? It only does that damage at range 5, damage drops off drasticly from there. Plus the expense. Plus the size. Plus the insane reload time
Warp Cannons: a reason to get the warp weapons tech area. Skips all shields, damage ramps UP at range. I made em 20-30-40-50-60 at max level..

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  #5  
Old October 6th, 2001, 06:13 AM
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Default Re: Next Version of P&N: suggestions

Ok, the stupid shield tricks aren't working. I'm just gonna drop the specialized shield protector: players can just use armored generators or heavy generators, both of which will resist damage very well.

Hmmm. Warp Cannons. I could imagine a small wormhole opening inside a ship, swinging around and gutting it
"Captain off the port bow!"
I like
I think I'll make it a 1 reload, moderate to low damage weapon. Since it's a wormhole, I figure range shouldn't affect the damage, but give me a description that supports the increase with range, and I'll do it that way.
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Old October 6th, 2001, 07:17 PM

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Default Re: Next Version of P&N: suggestions

I did it first as a minimum range sort of thing: the wormhole can't be fully opened close to the ship, lest *your* ship get caught in it.

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  #7  
Old October 6th, 2001, 10:37 PM
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Default Re: Next Version of P&N: suggestions

Ah, good one. You can let the wormhole be more unstable & thus more destructive, but the location also becomes unstable, and threatens your ship unless you're tagetting something far away.
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