Efficient and High Performance version of Engines |

Im trying to implement efficient and High Performance version of the Engines being:
Efficient - Low supply consumption and less movement generation
High Performance - High supply comsumption and more movement generation
I created new components but I dont want to clog the ship design screen with three versions of each engine. Is there a mount ability to increase/decrease both supply usage and movement?
Re: Efficient and High Performance version of Engines
I was just thinking about something like that myself, maybe less movement in the system map, but when in combat it moves faster...have 3 types, low movement high speed, med movement med speed, longer movement lower speed. The base supply storage would be less with the low movement high speed and increase with the longer range types.
Re: Efficient and High Performance version of Engines
I've though about a need for ship sized versions of the fighter's afterburner component.
Maybe call them impulse thrusters or something, only adding movement in combat, only have a small increase in supply usage.
Maybe add another thing, call it something like a driver coil, have it add movement on the map but require a good chunk of supply each turn to operate.




Re: Efficient and High Performance version of Engines
Mounts can affect supply usage, but I don't think there is a movement option..
Note that stock-like engines only provide one movement point, so don't really work well for more or less movement. You need to implement some form of QNP first.
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