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  #1  
Old October 26th, 2006, 05:25 PM
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Default Re: You\'re thoughts please!

I thought about it more and decided to toss the idea out. There are a number of reasons why the “Paper” game works well with two different types of engines. I could mod both types to “almost” meet the paper game, but just “almost”. The problem comes from the military engine; which should allow a player to run them at full power but if they do so it would mean a random chance of the engine failing and needing to be repaired. The benefit to full power is double the strategic movement speed. It goes into a little more detail than this but the essential is I would need to create an engine that can be used to produce double speed (when the player or AI’s chooses to) with a chance to fail every turn. I don’t see a way to do that so I have tossed it out and built the restriction on max speed for the hull instead.

This could come in handy for other moders which want to use more than one engine type but control how many and in what combinations they may be legally used by the player and AI.
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Old October 26th, 2006, 05:43 PM
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Default Re: You\'re thoughts please!

To mod the effect of the Military Engines being 'accident prone' you just need to make them cost more in terms of maintence or repair. Since maintence is a flat rate, you would have to make the engine just cost more. For repair, either make it fragile, with lower HP, or with more HP so that it take longer to repair.
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Old October 26th, 2006, 06:05 PM
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Default Re: You\'re thoughts please!

I thought about doing the higher cost thing; however, the spirit of the engine wouldn’t be there. Players could use it full power all the time and never feel the “fear” of not making it planet Beta Prime before the enemy sterilizes it. You will always make it since it will never break. I decided to just make the item straight out and leave it alone. In the end having to add the other restrictions and features to the different hulls just isn’t worth charging more.
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Old October 27th, 2006, 04:29 AM
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Default Re: You\'re thoughts please!

Quote:
President_Elect_Shang said:
I thought about doing the higher cost thing; however, the spirit of the engine wouldn’t be there. Players could use it full power all the time and never feel the “fear” of not making it planet Beta Prime before the enemy sterilizes it. You will always make it since it will never break. I decided to just make the item straight out and leave it alone. In the end having to add the other restrictions and features to the different hulls just isn’t worth charging more.
Isnt there some form of critical failure thing?

-NVM, this had to do with loss of CQ, LS, and Control Centers.-

Also, what do these do?

Damage Factor Object Still Operational - Weapon := 0.50
Damage Factor Object Still Operational - Component := 0.50
Damage Factor Object Still Operational - Facility := 0.50
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Old October 27th, 2006, 07:41 AM
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Default Re: You\'re thoughts please!

If a component or weapon has more than 50% damage, it's abilities won't work anymore. Note for Organic Armor though if it is damaged more than 50% during combat it no longer adds any regeneration points to the pool... if it has the chance to heal again though to 100% structure, it will start contributing regeneration points again.
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Old October 27th, 2006, 09:19 AM
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Default Re: You\'re thoughts please!

I would need something like the destroyed on use ability along with the emergency movement points ability tied together. Then I could create a component that:

1. Generates one point in movement.
2. Generates one bonus movement point for each working component which would have to be activated in the same way emergency components are now.
3. When activated SE5 will determine randomly if chance to fail succeeds or not. The chance to fail would have to be a modder supplied percent. Succeed means the component is destroyed and not means the player (or AI) can use the ability again next turn.

Honestly it could be done if Aaron just added in a percent chance to fail formula, but I don’t think he will.
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Old October 27th, 2006, 04:16 PM
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Default Re: You\'re thoughts please!

OK, so just how does combat movement work? I saw the listings in the componets file on the engines, but I haven't quite pieced it together. Would somebody be so kind as to explain it to me? I'd rather know before I get to work on putting QNP in, as well as dabbling in stuff like maneuverability mods and defense modifiers based on them.
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Old October 27th, 2006, 04:25 PM

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Default Re: You\'re thoughts please!

Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.

How it works: Take the ship's movement points, multiply it by the value above, then ADD any "Combat Movement" values.
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  #9  
Old October 26th, 2006, 06:01 PM
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Default Re: You\'re thoughts please!

Why not simply give the military engines emergency move ability?

You burn one out to got extra fast now.
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