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Antimatter Engine Idea

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Antimatter Engine Idea
Offline Shush Muppet
11-11-2016, 01:25 PM, (This post was last modified: 11-11-2016, 01:29 PM by Shush Muppet.)
#1
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Can't remember what the maximum cruise speed is before the anti-cheat is flagged.

I had an interesting conversation with a member of the AFC the other day in which they suggested I (a researcher) should develop an anti-matter engine for their club.

In short, I wonder if this is actually possible to create a unique LF engine for House Police and AFC members. Just to clarify, I am not a member of the AFC or House Police.

XP-550A Anti-matter Engine:

Top Speed (Theoretical): 550 units
Cruise Spool Time: 5 seconds
Compatibility: Light Fighters
Durability: 2 Months of Continuous Use

Notes: This engine uses small injections of matter and antimatter into an electromagnetic containment field to produce large amounts of thrust. Due to the extremely volatile nature of the reaction, the spool time for engaging the engine's cruise function takes longer than average as the intermix must be exact or risk detonation.

Additionally, due to the stress on internal components, this engine has a much shorter life expectancy and must be serviced regularly or replaced.


Thoughts?

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Offline eigos
11-11-2016, 02:05 PM, (This post was last modified: 11-11-2016, 02:05 PM by eigos.)
#2
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Why not, I support the idea. Perishable high-tech upgrades are something interesting to explore for Disco.

P.S. WE NEED a money-sink in this mod. Money is far too easy to obtain and there are too few things to spend it on!!!

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Offline Inferno
11-11-2016, 02:24 PM,
#3
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Maybe have the engine set to blow up if it takes too much damage(and take the ship with it) in order to promote 'getting that deathtrap out of my ship.'

I like the idea... but it may need another counterbalance for it... maybe have it take up some serious space on your ship(to the effect that you may not be able to mount a UAU8?)
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Offline eigos
11-11-2016, 02:46 PM,
#4
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Something like a "reduction of ship armor" effect, opposite of the armor upgrade! Having those engines, reduces your armor by 30% or why not more...

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Offline Fish
11-11-2016, 02:48 PM,
#5
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how about constant (low) radiation damage?

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Offline TickTack
11-11-2016, 02:55 PM,
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(11-11-2016, 02:24 PM)Inferno Wrote: Maybe have the engine set to blow up if it takes too much damage(and take the ship with it) in order to promote 'getting that deathtrap out of my ship.'

I like the idea... but it may need another counterbalance for it... maybe have it take up some serious space on your ship(to the effect that you may not be able to mount a UAU8?)

Nah, Nerf the cruise charge time up to 10-15 seconds [Seems fair given that they would be able to catch ships that are cruising away in combat situations but if they get caught themselves well... it makes cruising not that viable of a plan for them to escape] and make it so that in order to go the 550 speed you have to have "Antimatter" Fuel either in the form of ammo like cloaks or cargo, if they don't have the fuel then they go the normal 350.

Perhaps to make it interesting there could be a command to start the antimatter engine without fuel but has a 60-65% chance of exploding the ship when starting the engine without fuel.

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Offline Inferno
11-11-2016, 02:58 PM,
#7
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(11-11-2016, 02:55 PM)TickTack Wrote:
(11-11-2016, 02:24 PM)Inferno Wrote: Maybe have the engine set to blow up if it takes too much damage(and take the ship with it) in order to promote 'getting that deathtrap out of my ship.'

I like the idea... but it may need another counterbalance for it... maybe have it take up some serious space on your ship(to the effect that you may not be able to mount a UAU8?)

Nah, Nerf the cruise charge time up to 10-15 seconds [Seems fair given that they would be able to catch ships that are cruising away in combat situations but if they get caught themselves well... it makes cruising not that viable of a plan for them to escape] and make it so that in order to go the 550 speed you have to have "Antimatter" Fuel either in the form of ammo like cloaks or cargo, if they don't have the fuel then they go the normal 350.

Perhaps to make it interesting there could be a command to start the antimatter engine without fuel but has a 60-65% chance of exploding the ship when starting the engine without fuel.

Ammo? Yes. More charge time than a BS cruise? No.

As for your suggestion to make it like 'equipment' I wouldn't deny that having an antimatter 'supercharger' instead of a whole new engine cell would be logical as well. Not to mention, the device would only take damage when in cruise(if we can do that)
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Offline Yeggito
11-11-2016, 02:58 PM,
#8
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If you noted in Spazzy's event set-up with the anomaly in Omicron Delta, he had showed off an armor upgrade that "deteriorated" after a month or so. Perhaps this was built in, perhaps he was going to remove it manually after that time, but it was at least alluded to.

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Offline nOmnomnOm
11-11-2016, 03:55 PM,
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I am contemplating if 550 is way to much boost....
The jump from 400 to 425 is already a significant distance. I suggest testing because one can say a speed without understanding the 'scale'.

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Offline Enkidu
11-11-2016, 04:06 PM, (This post was last modified: 11-11-2016, 04:07 PM by Enkidu.)
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I'd be interested in it. Antimatter is inherently unstable (must be stored within a perfect vector field), so I like the idea of hull reductions for speed boosts.

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