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August 22nd, 2002, 07:45 AM
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Re: New, alternate means of modelling QNP in v1.78
or make bigger Versions of the engine damaging weapons, so regular ones are good enough to kill little ships, but bigger (or same size but more costly) ones are needed to kill bigger ships.
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August 23rd, 2002, 01:20 AM
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Re: New, alternate means of modelling QNP in v1.78
Quote:
or make bigger Versions of the engine damaging weapons, so regular ones are good enough to kill little ships, but bigger (or same size but more costly) ones are needed to kill bigger ships.
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Or, just use the nifty new mount toys to create an engine-killer-only mount
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August 23rd, 2002, 01:35 AM
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Re: New, alternate means of modelling QNP in v1.78
Very good thinking Pax  . I had a similar idea, not for engines, but for shields. This way a shield generator would be more effective on a smaller hull (which kinda makes sense to me). Haven't given much thought to the actual numbers, yet, but it would be kind of neat to force the player to make the decision between better weapon mounts (big hull) or better shield mounts (small hull).
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August 23rd, 2002, 02:30 AM
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Re: New, alternate means of modelling QNP in v1.78
Pax said:
Quote:
You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
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Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of >1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery 
[ August 23, 2002, 01:31: Message edited by: jimbob ]
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August 23rd, 2002, 02:39 AM
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Re: New, alternate means of modelling QNP in v1.78
Three cheers for Pax, and three cheers for the tonnage minimum restriction in compenhancments that makes this possible. 
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August 23rd, 2002, 05:48 AM
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Re: New, alternate means of modelling QNP in v1.78
Quote:
Originally posted by jimbob:
Pax said: quote: You don't have to revert to bonus movement (one of the aspects of propulsion in SE4 I never did like overmuch).
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Yeah, I don't like the bald use of the bonus movement thing all that much either. But it can be a useful tool. As far as I can determine it would be the only way to allow a total movement of >1 for Basemoons (and other huge ships) in the current QNP systems because of the RCE problem. Consider it RCE bipass surgery Why bother? If it takes 10% of mass to move at the MP of the engine technology known, Battle Moons would use 1000kT engine components. If the component gave 5 movement points, the 'moon woudl move at 5.
It'd just take a single, truly MASSIVE engine to do it. 8)
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August 24th, 2002, 01:59 AM
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Re: New, alternate means of modelling QNP in v1.78
yeah, okay, I see your point now. Somehow I missed the fact that we'd drive the "engines per movement" field back down to 1. I guess I was a little to stuck on the old QNP method.
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