P&Nism Mod & Variants |
First, to the links:
- All 3 Campaigns (RAR, 1 meg) : This is the stock campaigns with a vastly improved physics model. Be sure to try starting a game in episode 2, where you have the option of flying a warp-capable FIGHTER with an extra-fancy "leaky armor" system (full coverage, but small holes can be punched in it if you aren't careful).
- Supersized version of P&N Episode 1 : This tweak takes the above game, shrinks ships, and scales up planets. They're impressively HUGE now. You will need to rely on your radar components more (instead of eyeballing everything), and fighters will accidentally ram much less often.
Major features:
- Weapons are reworked into three major classes;
Light : These weapons are efficient, but small. Usefulness is limited by the number of slots available. Sometimes available at the stores in a "Heavy Mount" version which deals +50% damage.
Heavy : These weapons are less efficent, but large. Usefulness is limited by the hull tonnage - you're not going to fill all your slots.
High Energy : These weapons are REALLY powerful damage hoses. However they drain energy just as fast. Even a ship full of reactors will not be able to run more than one or two ripper beams.
Power Systems : Energy storage is huge and cheap. Reactors are relatively weak, but come in various sizes. It is entirely possible to build a warship with no reactors, relying instead upon energy storage (which can be recharged for free at spacedocks).
Autofire Mods : Store weapons with fast reload will occasionally come with an autofire feature. Very useful for placing on side and rear arcs, since these guns will automatically open fire at the closest enemy ship or fighter while you focus on piloting or managing the main guns.
- Defenses are reworked;
Shields : Very weak, but self-recharge quickly. Saves money on armor.
Armor : Very tough, but not worth repairing. Unless it is a unique, irreplaceable item, you are better off scrapping the old plates and purchasing fresh armor.
Hull : Surprisingly resilient. If your armor is holed, you're not dead instantly. Try not to take too many more hits there as you bravely run away.
- Crew Physics:
Crew Quarters : These increase the amount of crew you can carry. Each crewman provides HULL REPAIR ability!
Lifesupport : For each crewman, you need 1 HP worth of lifesupport to keep them alive. (Otherwise they die off!) Best to set lifesupport to #1 priority for repairs.
Notes:
- Kills take much longer than in stock. You can keep going even with some pretty severe hull damage. (See picture - I survived that!) This works both ways, of course.
- Big ships are suitably scary. You can't take on a battleship using a destroyer, but when you're hip deep in Pirates, and that TCN battleship comes riding to the rescue with a broadside of quantum torpedoes, you'll cheer.
Note: Don't friendly fire the Battleships, and always stay out of their line of sight to a pirate! 
- One adjustment to the story was necessary; the pirate space station has been upgraded to a battlestation (not a full starbase tho) It can almost hold its own against the pirates, but needs you to draw away some fire, and help cripple or kill them with well timed shots.
This is now my favorite battle.
- When playing with the Leaky Armor Fighter in Episode 2, keep in mind that missiles cannot target fighters, but Point Defense guns will, and they hurt! 
Also note that you are very very small; you can't scratch the shields on a battleship, and you're way outgunned by a cruiser. You can however, distract them and make them follow you a bit.
You can lead the enemy into a TCN ambush, or just keep them away from the frigate you are hired to protect.
1000 speed goes a LONG way 
| Fichier attaché | Taille |
|---|---|
| pirate attack1.gif | 127.98 Ko |



