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Spaceempires.net :: SE Nova Mod Propulsion :: View topic
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SE Nova Mod Propulsion

 
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Mar 01, 2008 10:14 pm    Post subject: SE Nova Mod Propulsion Reply with quote

The SE Nova mod propulsion system is based on the one used in the Balance Mod, which was a QNP scheme where the bigger a ship, the more engines it needed to travel a given speed.

The big difference in the SE Nova mod is that supply has been decoupled from engines. Instead, you need to add reactors to your ship to supply power for your engines. Each of the reactor types generates a certain amount of supply per turn and can store a fixed number of supplies. Engines are merely supply users.

Another important departure from the Balance Mod scheme is that there are no longer engine limits on ship hulls. Keep in mind though a ship with lots of engines uses a lot of supplies quickly, so it's a balancing game to find a good combination of power and speed. The design point for the SE Mod is to have a ratio of 1:2 reactor kT to engine kT.

Engines in the SE Nova mod also come in different sizes. The base size is 10kT or you can opt for the large size of 20kT. This should come in handy for designing those large ships.

Fighters and Troops in the SE Nova Mod will not access to any reactors. Instead, they use "Flux Pods", which are essentially batteries to provide the power they need for weapons and engines. Lastly, while fighters will use smaller versions of ship engines, troop vehicles will often have propulsion systems from different tech area altogether.


Space Empires Depot | SE:V Balance Mod


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Greystar
Space Emperor


Joined: Jan 08, 2008
Location: 8th Dimension

PostPosted: Sun Mar 02, 2008 2:13 pm    Post subject: Reply with quote

Can you have more then one reactor on a ship?

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Mar 02, 2008 2:30 pm    Post subject: Reply with quote

You can put as many reactors as you want on a ship.

Space Empires Depot | SE:V Balance Mod


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DrunkenPirate
Space Emperor


Joined: May 23, 2007
Location: England

PostPosted: Sun Mar 02, 2008 2:35 pm    Post subject: Reply with quote

Will the larger 20kt engines have some subtle bonus over the smaller 10kt engines? or will they simple be 2x the performance?

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Mar 02, 2008 4:57 pm    Post subject: Reply with quote

It'll be proportional.

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Nath
Space Emperor


Joined: Jan 03, 2007

PostPosted: Tue Sep 16, 2008 2:19 pm    Post subject: Reply with quote

Hehe, scout ships packed with reactors and engines...I often wondered about the SEV logic of not allowing this.

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MoonshineFox
Space Emperor


Joined: Apr 26, 2009

PostPosted: Sun Apr 26, 2009 9:51 am    Post subject: Reply with quote

holythreadnecrobatman!

Does it really make sense (from an RP perspective) to have 40 engines on a frigate? I mean, allowing it? I'd honestly more prefer having like armor slots for engines where you can place bigger/better engines instead of using MOAR engines. (but that's just me)


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Apr 27, 2009 10:55 am    Post subject: Reply with quote

You'd never be able to fill a frigate with 40 engines.

They'll be a cap, but it'll probably be in terms of maximum movement points then number of engines, and it'll be a lot more flexible then the Balance Mod system.


Space Empires Depot | SE:V Balance Mod


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MoonshineFox
Space Emperor


Joined: Apr 26, 2009

PostPosted: Wed May 06, 2009 3:31 pm    Post subject: Reply with quote

Roger that. Sounds bloody awesome so far, all of it. Can't wait to try it out, it sounds like it'll be the new stock ^^

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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Wed May 06, 2009 5:05 pm    Post subject: Reply with quote

The new stock? I hope you are not trying to offend Captain Wink

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MoonshineFox
Space Emperor


Joined: Apr 26, 2009

PostPosted: Wed May 06, 2009 6:23 pm    Post subject: Reply with quote

Meh...you know what I mean Very Happy Not stock as in "buggy as hell", but stock as in "what everyone should be using" ^^

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AndreyKl
Space Emperor


Joined: Jan 08, 2010

PostPosted: Tue Oct 19, 2010 9:15 pm    Post subject: Reply with quote

As i understood - propulsion system will be not different from old versions and only Battlestar brought something interesting here, but why don't you try using something new?
I can only offer few brutal solutions like this:
- normal engine, engine with lower speed and higher defense bonus (description like: harder to detect at scanners - aka stealth), supply version witch blocks possibility to use shields and/or armor, but grant better power for sensors;
- or engines with combat speed bonus (good for protecting forces), other one with space movement speed bonus (explorers, break through forces, transports);
- Organic engines for organic races, which use ordnance as food instead of energy/supply Confused
- engines with acceleration and turn rate bonus
- May be outer solutions, like stations able to grant additional movement to ships passing through them once a turn
Ofcource with block to use two different types of engines.

Right now propulsion is absolutely static - you want cheap - you put oldest, you want speed - you put most expensive, nothing more. Some difference should make this part of ship projecting and fleet operations more interesting.


Last edited by AndreyKl on Fri Feb 25, 2011 2:53 pm; edited 1 time in total


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AMACE
Space Emperor


Joined: Jan 01, 2010

PostPosted: Mon Jan 17, 2011 6:50 pm    Post subject: Reply with quote

What about 2 kinds of engines? combat and non-combat?




Just an idea.


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