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  #91  
Old June 18th, 2003, 04:59 AM
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by Ed Kolis:
How would those "ion generators" be any different from the current engines, then?
They would take up more space, cost more, and use more supplies for the larger ships. So, bigger ships would still have the advantage of using the larger weapon mounts, but would not have all the extra room they presently have left over after installing the same six engines that the escorts use (to get the same speed!). In other words, the number of weapons on each type of ship would be more equal (though their power would be greater on the big ships, which is as it should be), and fleets might be more diverse (not all DN's).

Fyron, from your description of Adamant, it sounds like you've already got something like this working.

PvK, that's a fascinating idea about the crew quarters, bridge and life support. Crew quarters could be modded to include life support (can't really have crew without it), and the life support could be changed to the engine widget.

Perhaps one of these days I'll give in to my temptation and dig into the data files...
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  #92  
Old June 18th, 2003, 07:25 AM

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Default Re: Weapons, engines and mods, Oh my!

here goes the realism....
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  #93  
Old June 18th, 2003, 07:50 AM
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Default Re: Weapons, engines and mods, Oh my!

You can't give the LS ability to the CQ, or else the engines will still function normally without ion generators/reactors. IIRC, complete loss of LQ only drops engine movement by half; complete loss of CQ by half; and loss of bridge by half; and all three modifiers multiply.
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  #94  
Old June 18th, 2003, 07:53 AM
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Default Re: Weapons, engines and mods, Oh my!

Well... sorta. Having none of them gives 1 movement no matter how much movement you generate.
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  #95  
Old June 18th, 2003, 03:10 PM
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Default Re: Weapons, engines and mods, Oh my!

Lifesupport loss gives 1/4th normal speed, only 1/2 speed for the other two.

Also, though you can require a design to have any number of widgets, the ship will not lose speed until ALL the widgets are dead

It sounds to me like you want the effects you get with simple mQNP
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  #96  
Old June 18th, 2003, 03:51 PM
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Default Re: Weapons, engines and mods, Oh my!

Taera, you have a good point.

Quote:
Originally posted by Suicide Junkie:
It sounds to me like you want the effects you get with simple mQNP
SJ, given the restraints of code, mQNP does sound like the most elegant solution.

Ah well, I guess my idea really won't work. But thanks for giving it thoughtful consideration; I do appreciate it.
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  #97  
Old June 18th, 2003, 09:25 PM
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by Krsqk:
You can't give the LS ability to the CQ, or else the engines will still function normally without ion generators/reactors. IIRC, complete loss of LQ only drops engine movement by half; complete loss of CQ by half; and loss of bridge by half; and all three modifiers multiply.
Not quite what I meant. Set the LS requirement of all ships to 1. Remove LS components entirely, and rename the CQ to CQ/LS, doubling cost/size or whatever. Then add the new widget component and secretly give it the CQ ability. Therefore, every ship must have a widget component, or else its speed with be down to 1/4.

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