|
|
|
|
|
June 18th, 2003, 04:59 AM
|
|
Sergeant
|
|
Join Date: Sep 2002
Location: Connecticut, USA
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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...
|
June 18th, 2003, 07:25 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons, engines and mods, Oh my!
here goes the realism....
__________________
Let the game begin!
Green bug from outa space!
|
June 18th, 2003, 07:50 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|
June 18th, 2003, 07:53 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Weapons, engines and mods, Oh my!
Well... sorta. Having none of them gives 1 movement no matter how much movement you generate.
|
June 18th, 2003, 03:10 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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
__________________
Things you want:
|
June 18th, 2003, 03:51 PM
|
|
Sergeant
|
|
Join Date: Sep 2002
Location: Connecticut, USA
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
June 18th, 2003, 09:25 PM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
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.
PvK
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|