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				September 13th, 2001, 10:13 AM
			
			
			
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				 Re: BUG:Quick supplies from fighters 
  quote:Originally posted by dogscoff:
 Good idea, but how would you keep human players from putting engines on these hulls?
 
 Could you put a negative bonus movement on, to negate any engines?
 
 
 
 
with an engine limit of zero?
 
just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6.
 
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				September 13th, 2001, 11:01 AM
			
			
			
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				 Re: BUG:Quick supplies from fighters 
 Oh yeah, I knew that. 
*Dogscoff slaps forehead...
 
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SE4 Code: 
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- 
/SE4 Code 
Go to my meagre SEIV pages  to generate your own code. |  
	
		
	
	
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				September 13th, 2001, 11:49 AM
			
			
			
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				 Re: BUG:Quick supplies from fighters 
    I think bases should behave like big satellites in regard to supplies. I.e. neither produce nor consume them. |  
	
		
	
	
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				September 14th, 2001, 01:53 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: BUG:Quick supplies from fighters 
 That would essentially be making a base non-fleet-able.  If its not in a fleet it can't share supplies.
 But, if you got that route, it requires a tiny bit of hardcode, and disallows the "power station" idea.  Having a limited supply storage on bases, and using solar panels, you could resupply ships, but only so many, so fast before your base runs dry.
 
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				September 13th, 2001, 02:00 PM
			
			
			
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				 Re: BUG:Quick supplies from fighters 
 QUOTE: 
with an engine limit of zero?
 
just like baseships are limited to 2, DNs 4, BBs 5, and everything else 6. 
/QUOTE
 
What about solar sails, emergency propulsion etc?
 
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SE4 Code: 
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- 
/SE4 Code 
Go to my meagre SEIV pages  to generate your own code. |  
	
		
	
	
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				September 13th, 2001, 07:54 PM
			
			
			
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				 Re: BUG:Quick supplies from fighters 
 Those can be modded to be ship only, rather than "Ship/Base" as they currently are.
 Solar sails are useless if the ship has zero standard movement.
 On fighters, solar sails will provide movement even with out engines, but SE4 has a quirk with ships that if they have no engines, sails don't help.
 
 Emergency propulsion could be modded to be an engine with a "pulse" mode, whereby you get a burst of speed, then travel slower until it is repaired.  In this way, the base would not be allowed to have E.P., since they count as engines.
 
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