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- Jan 8, 2015
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Concept:
A new block consisting of up to three tiers, the System Component Module and a System Configuration Controller
Name: System Component Module
Function: Each tier allows one control computer to be attached. All linked component modules take the attributes of the modules normally attributed to the control computer. Tier two and three allow one master, and up to two slave systems to be attached to create a single combined system. When more than one computer is linked to a group of System component Modules, the power requirements and mass are increased as though a second or third module were added to the system.
Cost: Each tier of component module is significantly more expensive to buy or produce than the previous tier.
Negative impacts:
While complex weapons/support systems take less block space, the combined systems still increase the power and mass of the ship as though the blocks were present as normal. The system component modules impact armor and ship health only as one block, but count as three systems for reductions in said elements.
Name: System Configuration Controller
Function: Allows fine tuning the percentages of each of the Tier 2 and higher System Component Modules - connect the two/three combined computers to the System Configuration Controller and then link the SCC to the system component modules. The configuration controller would contain a simple GUI listing the three connected systems, a name field and sliders for each connected computer.
Example:
Name: (enter text here) - when added to the hotbar the name will present in the tooltip
Optional: A custom icon for the hotbar using an image selector
UP/Down arrows to configure which system is primary and secondary systems.
Optional: A Color selector for the primary system (in relation to weapons)
Sliders: Range from Default (100%) down to 25% (when providing more emphasis to a particular system) up to the maximum of 250% (where both secondary systems are rated at 1/4 of a block per System Component module and the primary computer attached is considered 2.5 blocks per System Component Module. These percentages and contributions are limited to 175% and 25% on Tier 2 systems, which only allow two computers to be connected.
Other Notes:
- Only one SCC can be linked to a group of Component Modules.
- This simple GUI provided offers more "personality" and charm to created structures as well as offers a neat way to simply label particular weapons for the hotbar.
- This could also be used to connect multiple defensive systems together for a master toggle (when possible) - for example, you could connect a overdrive computer to a Stop computer and name it "Atmospheric Racing mode". Both systems kick in upon activation and the power consumption of both systems is used while active. (also, think jammer and cloaking device for the one-stop shop for stealth ships)
- This component module could also be attached to a "special Hull" block and be used to control the associated texture of the block. For some examples - have and advanced hull that is configured to look like wood, but offers the protection of advanced armor. It's an advanced painting system. Other sample uses would be hidden doors or even "Adaptive Hulls" that switch from a visible white or red to a hard-to-see black when activated. Great way to escape a dedicated bounty hunter or infiltrate your enemies.
- Could also be used as "Programming modules" to wire up and/not/or logic.
- Could also be adopted to be used as a "Combo system" for Refineries, Factories and Enhancers....
Sample use:
Original ship configuration:
Fighter craft has a Damage Beam + Cannon + Overdrive system. the master system is 20 blocks in size.
To get 100% on all secondary systems you would need to add another 40 blocks to the ship, adding 120 to the size of the fighter craft.
Using System Component Modules:
Beam + Cannon + Overdrive system using Tier 2 System component modules -
20 blocks for the beams and cannons. Tier 2 is limited to two total connected computers, so an overdrive computer and 20 blocks of overdrive modules need to be added to the ship - this reduces 20 blocks from the ship size. Power consumption and mass are not changed as the Tier 2 modules weigh twice that of a single module, and consume the power of a beam module and cannon module (meta data inherited from connected computers.)
Using Tier 3 Systems:
20 blocks for beams, cannons and overdrive modules. Blocks weigh three times normal and consume the same power as a beam, cannon and overdrive module per block. 40 blocks less size, but the same power requirements, yet no bonus to ship health, and less "layers" to drill through to hit the deepest parts of the ship. Also repairing/replacing the tier 3 modules is more expensive and when one system module is destroyed all three systems (beam, cannon and overdrive) are all damaged.
End Notes:
This is a future proofed suggestion. it doesn't break backwards compatibility or old ships at all. It can be used to offer a variety of new strategies, new customization options and has some great possibilities for use in other areas of gameplay. It could potentially increase performance overall by quite a bit - it reduces entity block counts, and that can negate some of the size-related issues with things like AI. It definitely could improve the player's experience as we can enjoy smaller builds when we want to, but also utilize new tools to make even more unique configurations and elements. It is balanced and has the potential to reduce some developer overhead, as well as provides a uniform method of combining systems. It will DEFINITELY result in cleaner builds and allow for more creative and aesthetic interiors and ship exteriors.
So Schine, what do you think?
A new block consisting of up to three tiers, the System Component Module and a System Configuration Controller
Name: System Component Module
Function: Each tier allows one control computer to be attached. All linked component modules take the attributes of the modules normally attributed to the control computer. Tier two and three allow one master, and up to two slave systems to be attached to create a single combined system. When more than one computer is linked to a group of System component Modules, the power requirements and mass are increased as though a second or third module were added to the system.
Cost: Each tier of component module is significantly more expensive to buy or produce than the previous tier.
Negative impacts:
While complex weapons/support systems take less block space, the combined systems still increase the power and mass of the ship as though the blocks were present as normal. The system component modules impact armor and ship health only as one block, but count as three systems for reductions in said elements.
Name: System Configuration Controller
Function: Allows fine tuning the percentages of each of the Tier 2 and higher System Component Modules - connect the two/three combined computers to the System Configuration Controller and then link the SCC to the system component modules. The configuration controller would contain a simple GUI listing the three connected systems, a name field and sliders for each connected computer.
Example:
Name: (enter text here) - when added to the hotbar the name will present in the tooltip
Optional: A custom icon for the hotbar using an image selector
UP/Down arrows to configure which system is primary and secondary systems.
Optional: A Color selector for the primary system (in relation to weapons)
Sliders: Range from Default (100%) down to 25% (when providing more emphasis to a particular system) up to the maximum of 250% (where both secondary systems are rated at 1/4 of a block per System Component module and the primary computer attached is considered 2.5 blocks per System Component Module. These percentages and contributions are limited to 175% and 25% on Tier 2 systems, which only allow two computers to be connected.
Other Notes:
- Only one SCC can be linked to a group of Component Modules.
- This simple GUI provided offers more "personality" and charm to created structures as well as offers a neat way to simply label particular weapons for the hotbar.
- This could also be used to connect multiple defensive systems together for a master toggle (when possible) - for example, you could connect a overdrive computer to a Stop computer and name it "Atmospheric Racing mode". Both systems kick in upon activation and the power consumption of both systems is used while active. (also, think jammer and cloaking device for the one-stop shop for stealth ships)
- This component module could also be attached to a "special Hull" block and be used to control the associated texture of the block. For some examples - have and advanced hull that is configured to look like wood, but offers the protection of advanced armor. It's an advanced painting system. Other sample uses would be hidden doors or even "Adaptive Hulls" that switch from a visible white or red to a hard-to-see black when activated. Great way to escape a dedicated bounty hunter or infiltrate your enemies.
- Could also be used as "Programming modules" to wire up and/not/or logic.
- Could also be adopted to be used as a "Combo system" for Refineries, Factories and Enhancers....
Sample use:
Original ship configuration:
Fighter craft has a Damage Beam + Cannon + Overdrive system. the master system is 20 blocks in size.
To get 100% on all secondary systems you would need to add another 40 blocks to the ship, adding 120 to the size of the fighter craft.
Using System Component Modules:
Beam + Cannon + Overdrive system using Tier 2 System component modules -
20 blocks for the beams and cannons. Tier 2 is limited to two total connected computers, so an overdrive computer and 20 blocks of overdrive modules need to be added to the ship - this reduces 20 blocks from the ship size. Power consumption and mass are not changed as the Tier 2 modules weigh twice that of a single module, and consume the power of a beam module and cannon module (meta data inherited from connected computers.)
Using Tier 3 Systems:
20 blocks for beams, cannons and overdrive modules. Blocks weigh three times normal and consume the same power as a beam, cannon and overdrive module per block. 40 blocks less size, but the same power requirements, yet no bonus to ship health, and less "layers" to drill through to hit the deepest parts of the ship. Also repairing/replacing the tier 3 modules is more expensive and when one system module is destroyed all three systems (beam, cannon and overdrive) are all damaged.
End Notes:
This is a future proofed suggestion. it doesn't break backwards compatibility or old ships at all. It can be used to offer a variety of new strategies, new customization options and has some great possibilities for use in other areas of gameplay. It could potentially increase performance overall by quite a bit - it reduces entity block counts, and that can negate some of the size-related issues with things like AI. It definitely could improve the player's experience as we can enjoy smaller builds when we want to, but also utilize new tools to make even more unique configurations and elements. It is balanced and has the potential to reduce some developer overhead, as well as provides a uniform method of combining systems. It will DEFINITELY result in cleaner builds and allow for more creative and aesthetic interiors and ship exteriors.
So Schine, what do you think?