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April 15th, 2002, 08:32 PM
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Shrapnel Fanatic
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Re: something I do not like in gold patch
Baseships in SE3 were 10 Engines per move, max 30 engines.
This is because it makes sense to me that engines could create energy for the rest of the ship via their operation
Engines use supplies, they don't generate any.
My objection is because of the question "Why can't I replace that supply tank with two engines, and just unplug/not use those two? It would double my supply storage!
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April 15th, 2002, 09:12 PM
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Captain
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Re: something I do not like in gold patch
The point of this change was to make it where battles use up supplies.
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April 15th, 2002, 09:24 PM
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Re: something I do not like in gold patch
Actually, I like the Idea that engine weapons made more devastating as it give those almost dead empires hope
And rightfully also, which gives you another reason to think and counterdevelop rather than keep building souped up dreadnoughts over and over again.
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April 15th, 2002, 09:26 PM
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Lieutenant Colonel
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Re: something I do not like in gold patch
quote: Originally posted by oleg:
Version 1.65:
"8. Changed - Ships and fighters with zero supplies will not be able to fire any of their weapons."
The idea is sound but it makes engine destroying weapons too powerfull... ...Since every military ship from now on must carry supply storagies, why not give this ability to ship hulls ?
I think the move supplies to hull idea is good fix all around.
I use engine damage weapons because they are to powerfull to ignore. I know other players complain about them, and the sizing of the reserves.
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April 15th, 2002, 11:15 PM
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National Security Advisor
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Re: something I do not like in gold patch
quote: Originally posted by Suicide Junkie:
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This is because it makes sense to me that engines could create energy for the rest of the ship via their operation
Engines use supplies, they don't generate any.
In game terms, no, but in terms of what they represent, a propulsion engine can often generate power as a side effect. Since SE4 isn't detailed enough to model this, it can be represented fudgily by giving the engines more supplies, representing their ability to generate power from fuel.
quote:
My objection is because of the question "Why can't I replace that supply tank with two engines, and just unplug/not use those two? It would double my supply storage!
My explanation is that the ship design system is obviously abstract rather than literal. If you did that, it would be a supply generator component, and rated as "larger" than the engine Version. My rationalization is that research of a vehicle size class allows a design with so many engines, with some trade-off if engine numbers are reduced, but deploying an engine system as a supply generator, on top of a full complement of engines that your designers can make work, would result in more space being taken away from the non-engine component ability of the design. I.e., it would count as a larger non-engine component. Conversely, an engine is probably larger than other 10kT components (hence its 20kT damage capacity), but costs the design less lost space. That is, supply storage _IS_ like an engine that just "generates" supplies. At least, that's how I try to make sense of it.
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April 15th, 2002, 11:20 PM
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Re: something I do not like in gold patch
quote: Originally posted by Wardad:
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I use engine damage weapons because they are to powerfull to ignore. I know other players complain about them, and the sizing of the reserves.
Seems to me that it would help (at least for mods) would be to make "damages engines only" and "damages weapons only" into separate abilities from "skips armor and shields." Since they're currently damage types, this would probably mean needing to make more damage types.
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April 15th, 2002, 11:48 PM
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Shrapnel Fanatic
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Re: something I do not like in gold patch
PVK:
"That is, supply storage _IS_ like an engine that just "generates" supplies. At least, that's how I try to make sense of it."
Ah HA!
I think I see our problem. You see supplies as power (reactors), while I see them as fuel.
I am curious as to how your reactor model explains "running out of supplies" and the fact that even one supply component can use all of its supplies anywhere from instantly to year-long spans.
There are mods which change supplies into reactor power, by having reactors that generate as much as they can store each turn.
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