- Joined
- May 16, 2016
- Messages
- 31
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- 5
Larger systems need more maintenance. That's it.
Two of my inspirations for ship building are 90's episodes of Star Trek featuring Geordi La Forge crawling through access tunnels to fix stuff. Or sneak around. Or move around when turbolifts were down.
Jefferies tube - Wikipedia, the free encyclopedia
Because I have a tendency to RP a bit when I'm playing Minecraft or Starmade to lend some authenticity to what I'm building, I instinctively add these areas in. My power systems are laid out so that I can walk along them and see if there are any breakages and fix them.
My thrusters and shield systems are in stacks two blocks thick with a corridor between groups so I can see each thruster block. For repairs that are not necessary. I still prefer to put them in, especially in capital ships, even though the open space takes up some of the volume of the ship.
I just realized that having maintenance could be an annoying but useful mechanic for balancing gameplay with large and small ships.
Take power systems. If every 100,000 energy produced carried a 1% chance of damaging a reactor block, this would affect small ships much less than larger ships. Then if each damaged block in a reactor group reduced the efficiency of the reactor group by 1%, it adds the concept that larger systems actually require more maintenance to be effective.
A smaller ship with a 30 block reactor, if left unmaintained for weeks of game play would at most suffer a 30% degradation in output. A large ship with a 200 block reactor could have a third of it's blocks damaged but suffer a 66% degradation in output.
Once crews and duty stations are a thing, a crew member could be assigned to the engines and would go to and repair those blocks if there is an access tunnel that can reach it. But now that crew member needs crew quarters.
All of that offsets the fact that as ships double in size in two dimensions, they may be increasing volume x8 - one of the facts that makes larger ships much more effective than smaller ships. And it makes the larger ships actually more costly to maintain.
A large ship that does not have maintenance crew will have to either dock at a station where there are crew that can do repairs, or go to a shipyard and have the ship deconstructed and rebuilt, suffering having everything annoyingly renamed.
These same concepts can be applied to weapon systems, shield systems, thrusters, etc. The actual percentage chance of wear affecting a block per unit of usage could be server configurable to allow admins to apply this to the extent they like. I think certain activities should incur more wear. Taking damage in battle should have a chance of applying wear to basically any system (consider it like a surprise power surge), even if the system is buried in the ship. Running your engines with overdrive should have an increased chance of wear. Running faster than say 100m/s or 150m/s should have a slightly higher chance of wear.
A giant ship with a T/W ratio of 2.5 and overdrive should take some resources to keep in perfect order.
[DOUBLEPOST=1465399439,1465398365][/DOUBLEPOST]LOL
"Two of my inspirations" - then I list one of them. Haha. ADD FTW!
The second inspiration is touring WWII and cold war era naval vessels at naval museums. Space is at a premium on a warship and so sometimes quarters and corridors can be quite cramped, but you can still get to any system that might ever need to get repaired. Where necessary, access tunnels are in place.
Two of my inspirations for ship building are 90's episodes of Star Trek featuring Geordi La Forge crawling through access tunnels to fix stuff. Or sneak around. Or move around when turbolifts were down.
Jefferies tube - Wikipedia, the free encyclopedia
Because I have a tendency to RP a bit when I'm playing Minecraft or Starmade to lend some authenticity to what I'm building, I instinctively add these areas in. My power systems are laid out so that I can walk along them and see if there are any breakages and fix them.
My thrusters and shield systems are in stacks two blocks thick with a corridor between groups so I can see each thruster block. For repairs that are not necessary. I still prefer to put them in, especially in capital ships, even though the open space takes up some of the volume of the ship.
I just realized that having maintenance could be an annoying but useful mechanic for balancing gameplay with large and small ships.
Take power systems. If every 100,000 energy produced carried a 1% chance of damaging a reactor block, this would affect small ships much less than larger ships. Then if each damaged block in a reactor group reduced the efficiency of the reactor group by 1%, it adds the concept that larger systems actually require more maintenance to be effective.
A smaller ship with a 30 block reactor, if left unmaintained for weeks of game play would at most suffer a 30% degradation in output. A large ship with a 200 block reactor could have a third of it's blocks damaged but suffer a 66% degradation in output.
Once crews and duty stations are a thing, a crew member could be assigned to the engines and would go to and repair those blocks if there is an access tunnel that can reach it. But now that crew member needs crew quarters.
All of that offsets the fact that as ships double in size in two dimensions, they may be increasing volume x8 - one of the facts that makes larger ships much more effective than smaller ships. And it makes the larger ships actually more costly to maintain.
A large ship that does not have maintenance crew will have to either dock at a station where there are crew that can do repairs, or go to a shipyard and have the ship deconstructed and rebuilt, suffering having everything annoyingly renamed.
These same concepts can be applied to weapon systems, shield systems, thrusters, etc. The actual percentage chance of wear affecting a block per unit of usage could be server configurable to allow admins to apply this to the extent they like. I think certain activities should incur more wear. Taking damage in battle should have a chance of applying wear to basically any system (consider it like a surprise power surge), even if the system is buried in the ship. Running your engines with overdrive should have an increased chance of wear. Running faster than say 100m/s or 150m/s should have a slightly higher chance of wear.
A giant ship with a T/W ratio of 2.5 and overdrive should take some resources to keep in perfect order.
[DOUBLEPOST=1465399439,1465398365][/DOUBLEPOST]LOL
"Two of my inspirations" - then I list one of them. Haha. ADD FTW!
The second inspiration is touring WWII and cold war era naval vessels at naval museums. Space is at a premium on a warship and so sometimes quarters and corridors can be quite cramped, but you can still get to any system that might ever need to get repaired. Where necessary, access tunnels are in place.