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  #1  
Old June 18th, 2003, 03:10 PM
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Default Re: Weapons, engines and mods, Oh my!

Lifesupport loss gives 1/4th normal speed, only 1/2 speed for the other two.

Also, though you can require a design to have any number of widgets, the ship will not lose speed until ALL the widgets are dead

It sounds to me like you want the effects you get with simple mQNP
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Old June 18th, 2003, 03:51 PM
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Default Re: Weapons, engines and mods, Oh my!

Taera, you have a good point.

Quote:
Originally posted by Suicide Junkie:
It sounds to me like you want the effects you get with simple mQNP
SJ, given the restraints of code, mQNP does sound like the most elegant solution.

Ah well, I guess my idea really won't work. But thanks for giving it thoughtful consideration; I do appreciate it.
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Old June 18th, 2003, 09:25 PM
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by Krsqk:
You can't give the LS ability to the CQ, or else the engines will still function normally without ion generators/reactors. IIRC, complete loss of LQ only drops engine movement by half; complete loss of CQ by half; and loss of bridge by half; and all three modifiers multiply.
Not quite what I meant. Set the LS requirement of all ships to 1. Remove LS components entirely, and rename the CQ to CQ/LS, doubling cost/size or whatever. Then add the new widget component and secretly give it the CQ ability. Therefore, every ship must have a widget component, or else its speed with be down to 1/4.

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