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  #1  
Old October 22nd, 2002, 07:50 PM
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Quote:
It's killing me to take up one third of my available kts to move maybe 8 or 9 movements.
Woah, 9 movement! You must be in a hell of a hurry. (well for a warship, anyways. For a scout design, that's quite slow)

If you can't afford the speed, simply go slower! Take off a few engines, and cruise around at 6 to 7 MP.

In standard SE4, speed is life. Always put the max engines on. Boring, no thought required.

QNP fixes that, and forces you to consider the tradeoffs. More speed is good at first, but then starts to impact your combat worthiness. Decide what's best for you!
The point of QNP is that you get to find your own balance of Speed / Weapons / Defenses.

In games with my family, my Dad goes for super-fast, defenseless ships. My brother likes slow, lightly protected, Weapon-heavy ships. I load up on defense.
The strategies, respectively are: "Win by being everywhere at once, and never getting hit", "Blow 'em away before they can fight back", and "Win by never dying, outlive your enemy"
Which one is best has yet to be determined.

The only Version of P&N that has regular SE4 style movement is P&N classic, and that's for SE4 v1.49 (pre-gold)

In order to change QNP back to standard SE4 propulsion, you'd have to:
1) Change all ships to have 1 engine per move, max engines 6, or whatever their normal max is.
2) Delete all engines, solar sails, and replace with normal SE4 drives.
3) Replace all AI_design_creation.txt with the files for unmodded SE4.
4) Clean up the mess that makes in things that depend on the QNP. Battlemoons, for one. Probably lots more.

[ October 22, 2002, 19:01: Message edited by: Suicide Junkie ]
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Old October 22nd, 2002, 08:28 PM

Phoenix-D Phoenix-D is offline
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"These restrictions did show up on ship design, but during the game I noticed some races with 15-20 engines anyways and I wondering how they were able to do that with the new engine restrictions I created?"

AIs don't care about restrictions, and they don't abide by them unless you design them to.

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Old October 22nd, 2002, 08:34 PM

ArchAngel7 ArchAngel7 is offline
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I prefer speed, warp speed!. I'm playing with Fyron's maps and it will take 3 or 4 years to see the galaxy at 9 movements per turn ! There's no way I'm going to go through the procedure you just outlined to change it back Possibly I can change the kt size of the engines to leave more room for other things, or increase the size of the ships. Why did you put a limit on the number of movement points per ship anyways? Just curious.
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Old October 22nd, 2002, 09:20 PM
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The limit on MP per ship is a hardcoded thing. The movement points on a ship are stored as a single byte in memory, so 255 + 1 = 0 (overflow)

Also, how does FQM affect the distance from one side of the galaxy to the other? Its 13 moves max from one side of a system to the other, and warppoints are instantaneous to the next system.

You can always develop warppoint manip if you're really in a rush!

[ October 22, 2002, 20:24: Message edited by: Suicide Junkie ]
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Old October 22nd, 2002, 10:49 PM

ArchAngel7 ArchAngel7 is offline
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Your right. But do you think I could enter a PBW game with my escorts at 1500kt?
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Old October 22nd, 2002, 11:06 PM
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You know, that gives me an idea for the Humans- Only Version.

I could add a tech area "!Speed-Turbo", and one called "!Speed-Medium".

They would be disablable by the person creating the game, and the best available one would trump the others.

Slow would be say -2 speed on all engines currently in the game.
Medium is normal.
Turbo could double engine speeds.

Instant speed options, and only one mod to download!
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Old October 23rd, 2002, 12:43 AM

ArchAngel7 ArchAngel7 is offline
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I like it! Go to it Mod Meister SJ!
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