Re: *** Star Trek Mod Discussion ***
Ed:
Let's address some issues.
The engines in the TNG mod are not engines in the traditional SE4 sense, but engine ("warp") coils within a ship's nacelle or structure. This was done for two reasons. The first reason was to eliminate problems with equating ship nacelles (not all ships got 'em) to engines and secondly, to avoid using mounts and additional engine sizes, which are troublesome for the AI and confusing for some players.
The propulsion model is only pseudo-QNP and is intended to roughly equivalate the amount of space engines take up on a given ship. I used movement bonuses instead of standard movement for good reason. It keeps the number of engines constant on each ship, while increasing performance with improving tech levels. For example:
Low Tech Engine Coil:
Bonus: Ship with 5 Level I engines (1 Std + 1 Bonus) has 6 moves.
Standard: Ship with 5 Level I engines (1 Std) has 5 moves.
Improved Tech Engine Coil:
Bonus: Ship with 5 Level II engines (1 Std + 2 Bonus) has 7 moves.
Standard: Ship 5 Level II engines (2 Std) has 10 moves!
You see the problem? Using standard moves increases performance too much! It also limits the variety of speeds available!
Why does more engine coils result in lower engine efficiency? Here is a reasonable explanation: The amount of power needed for increased "warp" speeds is not proportional, but exponential. In order to attain higher velocities, it requires exponentially more power and therefore many more engine coils. Make sense?
I think that sums it up.
|