Perhaps this is really unneeded and this is the Vyvanse talking but...
I've noticed that complex Logic systems can take up a lot of room, and are nearly impossible to implement on smaller ships. Things like Detector based Airlocks, ship hit detection, Drone Command, Rail Systems. These things take up a lot of the space budget in a ship -- in some cases enough to push it up in weight class.
I know there's efforts to compact these systems, however most of the Logic Systems in game are either Simple -- Input is transferred to Output, or complex to the point where it requires several blocks of Logic. Most of these systems (the majority from my brief look through everything) are non-combat or simply aesthetic or time-saving.
So what I propose is to compact necessary blocks into a single block which opens a Menu when activated. Blocks not affected by this would be blocks that take direct input (Activation, Trigger, Steps, and later buttons).
How it would function is much like the Plugin system in Unity or UDK. You start with a base 'block' which serves as your input (any connection that generates an input) and you are able to branch from this root, towards another 'block' as your output.
An Example of the Plugin System.
(This one map is a mess I'll grant but it shows the concept)
And, Or, Not, Toggles, Delays, & Switches would be compacted into this menu.
What does this do?
I've noticed that complex Logic systems can take up a lot of room, and are nearly impossible to implement on smaller ships. Things like Detector based Airlocks, ship hit detection, Drone Command, Rail Systems. These things take up a lot of the space budget in a ship -- in some cases enough to push it up in weight class.
I know there's efforts to compact these systems, however most of the Logic Systems in game are either Simple -- Input is transferred to Output, or complex to the point where it requires several blocks of Logic. Most of these systems (the majority from my brief look through everything) are non-combat or simply aesthetic or time-saving.
So what I propose is to compact necessary blocks into a single block which opens a Menu when activated. Blocks not affected by this would be blocks that take direct input (Activation, Trigger, Steps, and later buttons).
How it would function is much like the Plugin system in Unity or UDK. You start with a base 'block' which serves as your input (any connection that generates an input) and you are able to branch from this root, towards another 'block' as your output.
An Example of the Plugin System.
(This one map is a mess I'll grant but it shows the concept)
And, Or, Not, Toggles, Delays, & Switches would be compacted into this menu.
What does this do?
This will reduce block counts for Logic Systems universally. Create a visual system that allows players to easily look at and decipher the Logic System, which will make instruction simpler. Create hacking gameplay and allow for more complex circuits without the need for massive amounts of space, and will increase the availability of these complex circuits for smaller ships, and decrease the needed space budgets for logic on Larger Ships.