Oh!, the BattleMoon has a bunch of abilities built into the hull:
(amounts from memory)
-Supply storage (tens of thousands range)
-Cargo storage (800KT)
-Master Computer (can't be taken over by Allegiance Subverters and/or ComputerViruses)
-maybe more, but I can't remember them.
quote:
Somone else has produced a race specific battlemoon pic? Damn, I wanted my shipset to be the first to offer non- standard ship images. Ah well.
I don't remember who, but it was a really cool pic. It had a organic-metallic looking shell, with a bigass coremount gunport.
Oh, BTW, in case you needed to know, the CoreMount gives a 25x size, 50x damage to beam weapons, range boost of 4 or so, but suffers a 30% accuracy penalty. Everything else seems so wimpy compared to a 3,000 damage meson bLast or an 11K damage WMG
quote:
OK, no probs. I'll get the default filname from your mod and that will be fine. I'm not sure how your propulsion systm will fit into my table though, since max. speed is the issue rather than number of engines. I take it each hull size still has a maximum speed limit.(not taking bonuses, solar sails etc into account)
I'm afraid the propulsion system is even more distorted than you are assuming
.
-There is NO bonus movement for ships. (higher tech engines provide more standard movement points)
-There is no max engine limit (it is 42, since more can cause range check errors)
-Solar sails provide standard movement only, but take up no fuel.
-You can make ships go any speed you want, but the optimum warship speed is around 5-7 movement giving 3 or 4 in combat. (from playtesting)
-Escorts go 1 MP per engine at beginning tech. Double the hull mass, halve the speed for the rest of the ships. CT engines give 1/3rd more movement, JP engines give 2/3rds more, Quantum engines give double movement. (thus, to go the same speed a 1500KT baseship needs 10 times the engines of a 150KT escort). Battlemoons go either 0 or 1MP (you need max CT engines just for 1MP, ion engines can't move it)
I believe that LCs have the highest potential movement:
With an MC3 (20KT) and 38 Quantum engines (380KT), you get 38*6/3(400kT/150kT) = 28.5 movement.
At that speed, you can only travel for exactly three turns before you run out of fuel (burning 6*38*28=6,400 supplies per turn), and you have no weapons or defenses, and your ship costs about 8,000 radioactives.
On quantum 1s, which are less fuel efficient, one turn of travel will leave you with insufficient supplies to return home.
So, all the common small ships will go about 7 speed in actual play. There will be the occasional Superfast scout, but they are "mostly harmless".
The small ships, with a 20KT MC, and the rest ion engines, will go:
ES: 12 MP @ 3 EPM
FG: 13.5 MP @ 4 EPM
DS: 14 MP @ 6 EPM
LC: 14.25 MP @ 8 EPM
The big ships, with max ion engines (400kT worth) will go:
CR: 500kT 12 MP @ 10 EPM
BC: 600kT 10 MP @ 12 EPM
BB: 800kT 7.5 MP @ 16 EPM
DN: 1000KT 6 MP @ 20 EPM
BS: 1500KT 4 MP @ 30 EPM
BM: 10,000KT 0 MP @ 150 EPM
With quantums, double that value, and make the BM go 1 MP.
At best, with An LC & maxed quantum engines, the ship will go across 2 systems in one turn, equivalent to about half the speed of light.
Don't know how much that helped, but that's how it works
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[This message has been edited by suicide_junkie (edited 18 July 2001).]
[This message has been edited by suicide_junkie (edited 18 July 2001).]