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Home » news » forums » Space Empires V » Space Empires V General

New engine types

Submitted by Zerikin Loukbel on Tue, 2006-10-17 12:12. Space Empires V General

Ok so the new engine types appear to offer little advantage for the cost. In v1.00 you can just stick one of the new engines on and get bonus movement which works but it still seem like an awful lot of research for little improvement. Just from Ion to Jacketed Photon the cost per engine increases 50% and you get one extra point of movement. Or am I just missing something?

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Mod Designer

Speed is life.

Submitted by Phoenix-D on Tue, 2006-10-17 12:44.

You'll find in combat that if you're too much slower than your opponent, they'll pick you to pieces without too much problem. The engines are definitely worth the extra cost. Just one though- make the rest of your engines Ion.

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ekolis's picture
Mod Designer

Plus if you're faster you

Submitted by ekolis on Tue, 2006-10-17 12:54.

Plus if you're faster you can avoid combat altogether Eye-wink

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I would think that the new

Submitted by Zerikin Loukbel on Tue, 2006-10-17 13:33.

I would think that the new engines would replace the old ones like it works with other components. As it stands we will be using ion engines on our decked out battleships with tons of shields and heavy armor, seems silly heh.

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SirKid's picture

I agree, and think it is a

Submitted by SirKid on Tue, 2006-10-17 14:03.

I agree, and think it is a design flaw. I think if they reduced the space requirements it would make it better to use the newer engines from the start, or only give the extra movement point if all engines are the same type.

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Captain Kwok's picture
Mod Designer

Engine exploit really...

Submitted by Captain Kwok on Tue, 2006-10-17 14:47.

That's because the movement bonus isn't supposed to work with mixed engines... I'd imagine this will be set correctly in the next patch as it was in SE:IV.

I don't mind having the Engine types listed separately though since you might want to use Ion Engines on transports and stuff like that where speed isn't necessary.

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Keeping the new types

Submitted by Zerikin Loukbel on Tue, 2006-10-17 14:59.

Keeping the new types seperate is fine but when the bug is fixed the new engines will feel way too expensive. For a frigate to go with jacketed photon instead of ion, it would cost an extra 1,200 minerals to build + mait for 1 extra speed and its another +100/each for every new engine type. The new ones need to offer more, either greater efficency in the form of less supplies used to move or greater supply capacity or at least do not make the cost jump so high.

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Mod Designer

Engine cost

Submitted by Phoenix-D on Tue, 2006-10-17 15:04.

A Quantum engine- the best type- costs just under twice as much as an Ion Engine.

Seems expensive, but consider the weapons. An Anti-Proton Beam I costs 50 minerals. By max level it costs 550! Shields, armor, ECM, sensors..they all go up.

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Mod Designer

Re: New engine types

Submitted by Gideon on Sat, 2007-11-03 11:08.

A part of the problem is the number of engines required to get to max speed. That means that the percentage of total hull space required goes down as hull size goes up.

On a max level Frigate, 12 (the max on a frigate) engines take up a bit over 25% of the total space.

On a max level Dreadnought, 8 engines (the max on a dreadnought) take up a little bit over 4.7% of the total space.

Might be just me, but that seems a little strange.

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