But you haven't shown what happens if the bottom side gets hit.
Nothing else happen. Doesn't matter wich block is destroyed first they'll blow at the same places (that's what i saw with my testing). But if the explosion happen where they're connected, there will be more different group yeah. Like everything else. I think this pattern could work for small reactors, big ones are simply too explosives to use this correctly. With shield it could work to lower a bit the damage but the blast is too strong for 10 000 blocks reactors without destroying the whole ship on the inside.
Well, i'm thinking about cruisers around 300 to 500m long or high. After that ships are big enough to get a LOT of useless systems around and lower the damage (aka shields). Titans doesn't even care that one of the 60 auxiliary reactor got destroyed and the shields around too. Just don't put them together or they'll all blow up when one is hit. Once again, it's smaller ships that are the most problematic. Big ones just doesn't care.
Anyway, I don't think that pattern is perfect since even if it prevents too many auxiliary blocks from being destroyed, it's very likely to separate split the group when the explosions happen (i.e. less energy).
Yes but less destroyed blocks mean more power provided even if they're in separate groups. Everything is about balance between theses factors.
Ok, can anyone reply to a few issues I posted on Page3?
- Large hollow-box stations with undocked shield-supply ships inside them are more laggy than docked reactors.
- means: Limit does not apply to stations if you are willing to pay increased lag-cost or risk getting deleted from the server
- Fleet formation with advanced AI some day will make ships hide behind and even inside a tank which receives shields and weapon-power from the ones hiding behind.
3. How about limiting power generation through free-energy generators per sector? This would be mostly independent.
(ofc you would need to make it "blur" into other sectors if near boundaries if you want to avoid corners being preferable)
It could give birth to a new option which is the maximum value that can be drained per sector and entity size or entitymass.
1. What's the difference between a docked ship and a one that isn't ? If they don't move and do collisions like docked ships do. I don't see why they should do a lot of lags.
2. This update will need to take care of this issue, right now AI can't so what's the problem ? You can do so for stations, that isn't a big deal since huge stations are usually home based. The place used to put some reactors-ship could be used to protect auxiliarry reactors too with different layers of armor.
3. Just remove power and shield supply then, problem solved.