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May 11th, 2002, 10:22 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Pseudo-Newtonian Movement
Quote:
Originally posted by Suicide Junkie:
If you eliminate the engine limits (and tweak the thrust levels a bit) then you will get the option of:
- Long range, low speed (with efficiency drives)
- Long range, moderate-high speed, minimal active components (with lots and lots of efficiency drives.
- Short range, Moderate speed (with power drives)
- Short range, Insane speed, minimal active components (with lots and lots of power drives)
Where active components are anything other than C&C and engines.
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Yes, though all except the Last are already possible in Proportions. Much of this is thanks to the cheap supply components in Proportions.
Long-range, low-speed is possible with efficient engines and the cheap supply components, or solar sails.
Long-range, moderate speed, low active components is possible by using fast engines and supply components.
Short-range, moderate speed is what you get with a typical ship using mostly high-speed drives or a mix, depending on your hull size.
Short-range, insane speed is what you can only get with specialized components, which is intentional and the main reason I have limits on the number of engines. Note that the speeds are already quite high for a small ship with high-output engines (a small low-tech interceptor can get up to speed 9 from the start). You can still develop insane-speed ships by researching emergency propulsion and gravitic drives (I think the max theoretical speed is about 22 with the current components in Proportions - but it would require some advanced research, and would be lower for large ships).
PvK
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May 15th, 2002, 11:02 AM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Pseudo-Newtonian Movement
Quote:
Originally posted by Suicide Junkie:
<snip>
- He moved them there using his powerful Stellar Manip techs.
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He MOVED the planets there? I may have to try P&N just so I can move planets around... 
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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May 15th, 2002, 12:28 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Pseudo-Newtonian Movement
SJ:
How did he move the planets?
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May 16th, 2002, 01:52 AM
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Corporal
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Join Date: Oct 2000
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Re: Pseudo-Newtonian Movement
Can anyone explain what the "Engines per Move" parameter does in the vehiclesize.txt file? Thanks.
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May 15th, 2002, 09:38 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Pseudo-Newtonian Movement
Quote:
Originally posted by Elmo:
Can anyone explain what the "Engines per Move" parameter does in the vehiclesize.txt file? Thanks.
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Yes. It's the number of STANDARD MOVEMENT POINTS needed per unit of speed the ship will have in strategic movement.
PvK
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May 15th, 2002, 09:49 AM
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Corporal
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Re: Pseudo-Newtonian Movement
thanks
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May 15th, 2002, 08:38 PM
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National Security Advisor
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Re: Pseudo-Newtonian Movement
The reason I don't like QNP without engine limits is that you can have ships that fly around at 20 sectors per turn. I think it hurts the strategic aspects and "epicness" of the game if you can whip across all your systems in three turns to respond to an invasion or whatever. Anything more than 10-12 movement points is too much.
I'm for more engines for bigger ships - just not lots of movement. Who was it asking MM remove the 255 limit? Why? There's no need to zip around like that - even if it is to "simulate FTL propulsion".
I kind of like plodding around the galaxy and trying to determine where to station my fleets to maximize my empire's defense. Even with 15 movement points - that's an extra planet or two destroyed in some systems in one turn.
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