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  #31  
Old September 17th, 2002, 07:52 PM
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Default Re: Pirates and Nomads

Quote:
Originally posted by geoschmo:
Ok, I am not familier with that bug Director, but the rest of what you and SJ makes sense.
Here's a link to one thread that mentions it (in reply #2
Questions, Part 4

And another link to a thread (see reply #10):
Rumors, Suggestions, Features on the next patch

That's all I've found so far. I think the initial report is back even farther...
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  #32  
Old September 17th, 2002, 07:54 PM
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Default Re: Pirates and Nomads

Ok, I think I am getting it. Sort of. 80KT worth of engines on a LC and only getting 3 spaces of movement seems very low though. Are you using numbers different than actual so that I can understand the principle better or something? How would you get a LC go the typical 6 spaces per move?

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  #33  
Old September 18th, 2002, 12:52 AM
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Default Re: Pirates and Nomads

Ok, I had a lightbulb moment on the way home from work and scrubbled som stuff down and I finally understand how the QNP works. And I understand now why the larger ships get RCE's as well.

I also now understand what you are saying SJ about the hybrid system. I see how you can use the new mounts to restrict engines to certain hull sizes, and by changing the EPM and the MP's of the engines you can change the MP scale and keep a constant ratio of engines to ship hull size and eliminate the RCE's in the larger ships. It's quite brilliant SJ.

I also ran some tests and confirmed that the engine only damage type does not store up. The level I ionic weapon only does 15 damage without a mount and the standard engine is 20Kt of structure. So higher structure points really will make engines imervious to engine killing weapons mounted smaller ships.

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