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  #41  
Old January 10th, 2003, 03:26 AM

Phoenix-D Phoenix-D is offline
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Default Re: mQNP

I figured you modified the supply percent, but I was more interested in your scaling - i.e., say the engine is 100kT, and the escort mount has a structure percent value of 2. Are you also using a supply percent value of 2? And what is the "normal" engine supply usage set to? (standard, unmodded is 10; but if you're messing around with supply usage on each mount you probably had to set that higher so the mounts wouldn't reduce it to some weird fractional value)."

Heh, read the question wrong. Oops.

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  #42  
Old January 10th, 2003, 07:12 AM
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Default Re: mQNP

Quote:
Originally posted by Phoenix-D:
I figured you modified the supply percent, but I was more interested in your scaling - i.e., say the engine is 100kT, and the escort mount has a structure percent value of 2. Are you also using a supply percent value of 2? And what is the "normal" engine supply usage set to? (standard, unmodded is 10; but if you're messing around with supply usage on each mount you probably had to set that higher so the mounts wouldn't reduce it to some weird fractional value)."

Heh, read the question wrong. Oops.

Phoenix-D
As for what I'm setting the supply usage for, I haven't decided in Exodus what that will be. I'll pick an amount per 100kT, to move one sector, at speed one. The basic engine component will have a supply usage of 100x that.

As I said below ... I believe it should always take X supplies to move Y kT of ship one sector at Z number of engines ... regardless if Y is comprised on one ship, or a thousand ships.

The scaling is based UPwards, not downwards (that way the final product works with/as a MULTIPLE, not a fractional ). Just like the basic engine::ship rati of mQNP or QNP, youpick a SUPPLY:ship-mass ratio, and work from there.

For example, the final "base size" of the Exodus engines was based on reverse-engineering a 1% moun that gives the selected 10kT engine :: 100kT ship ratio. Cost is similarly alculated.

And so will be the supply usage.
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  #43  
Old January 10th, 2003, 05:19 PM
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Default Re: mQNP

Now it all looks clearer...

Keeping supply usage on the same linear progression as the engine size is perfectly logical; the first time I read the supply usage post, I thought the intent was to make supply usage increase faster than the engine size, which didn't necessarily make sense.

I may have to incorporate mQNP into my games (although I've kinda been waiting until the next patch comes out before I start a new one; I like Temporal races, but it's hard to justify playing as a Temporal race with the current shield-damage bug).
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