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my main problem with this is the whole heat thing, why not give ships options of removing heat rather than those "heat boxes" where ship systems cant be or the ship wont work. so, say cooling vents?
I don't agree that it will be better. It will be more like minecraft tech mods, sure, but I and many others don't really want that, and we have concerns about the balance and gameplay of it even beyond personal opinions.your suggesting neutering its bright future ... without even realising how much better the reactor system will be
Ehh No I don't agree with you.Criss It seems that the community does not want this to be changed in this way. I would say table this for discussion later and to modify it to tailor to what they community wants. I hope you don't take offense to this but I am just representing what the community seems to want for now.
Uhm, speak for yourself? The community seems to be split into many different lines of thinking.Criss It seems that the community does not want this to be changed in this way. I would say table this for discussion later and to modify it to tailor to what they community wants. I hope you don't take offense to this but I am just representing what the community seems to want for now.
That's a very good suggestion actually! It would still be wierd that you are funneling heat into what is supposed to be a livable area, but It's a step up from an AOE debuff. Honestly this system would work perfectly if you kept power capacity and regeneration, but added heat to weapons. Then you would need heat sinks and cooling systems to prevent weapons from overheating.I am fairly new to this game, and can vouch for the current learning curve being quite steep.
I like the idea of simplifying, however it would cause a lot of problems with current ships. The only way i see this working is if you create a heatsink-wire block that allows you to channel heat into the interior spaces. This would mean that instead of having to rearrange entire systems around a heat zone, the heat zone becomes the empty areas already available inside the ship. There would still be a more efficient build percentage, but i don't think shape would matter in this method.
Btw, this is my first post on the dock. Greetings to all!
This is by far the best post in this thread. Bravo sir. You should make this a separate thread to discuss.I disagree that "forced design choices" are a fundamental problem with the power system. Limitations and constraints are opportunities for creativity and fun through problem solving. And I have a number of fond memories of troubleshooting power systems in StarMade.
I agree that it can take some time, but I disagree that it isn't a deeply creative process. One of my favorite creations is a tiny bomber that was a serious effort to make compact, able to take a few hits, had a primary cannon, and a deadly slow missile, all the while fast enough to dodge enemy fire. Packed to the gills and aesthetically pleasing.
I disagree that favoring one ship shape over another is a problem. Though I do feel that cubes are probably the least interesting "ultimate meta" choice. But again, I say that limitations and constraints are necessary to create creative/fun problem solving and is necessarily going to end up with one or maybe a handful of optimal patterns.
I disagree that this is a problem. Because for war machines, this is true in real life -- just look at tanks or fighter jets or turrets on WWII bombers. Similarly, this will remain true of "the meta" so long as there is no functional reason to need an interior.I disagree very much that "there doesn't have to be any thought about placement and possible consequences" as I very much think about how the power system will fragment as the ship blocks are removed. And I think about redundancy. And how to wedge two or three systems in parallel. Which is all quite interesting, in my opinion, when combined with limited resources and how much time I can dedicate to the game.I disagree that "it's impossible to know where you placed all your blocks down" - because I've developed a system, placing certain blocks near visual features in the ship interior or hull. And simply knowing that I placed the primary shield generators, for instance, 10 blocks in by 200 blocks long in the wings of my ship. I imagine other ship builders have developed similar techniques.People are focused on regen because it is the sole measure of sustainability. Because it is so simple, I'm not sure how anyone could be frustrated by it.
Wouldn't the "meta builders" just make smaller, tighter ships?I would like to point out that this directly violates your premise that you want to avoid forcing design choices.These are awesome goals!
I like it so far...
It sounds to me like you're replacing energy regen with...an invisible energy regen. Except now overdrawing your invisible energy capacity results in your negative energy deficit accumulating as "heat". This sounds the same to me, as focusing on energy regen, but more difficult to understand.Percentages are annoying and only slightly better than useless. Please do not do this. How are we supposed to plan to build ships if we don't have hard numbers?
So you get more and more invisible energy regen with better reactors. But once you exceed it, then you start racking up energy deficit "heat" points. At this point, I don't understand why cooldown would be constant. A capital ship that unloads an alpha strike broadside is going to generate way more "heat" and need to dissipate it all to remain effective, otherwise we are back at the focus on never exceeding your "invisible energy regen" that you wanted to avoid in the first place.Great ideas here.This is a little better than what is above, but not by much. I still need to know what my reactor design can handle and how much my turrets draw so that I can plan my ship build in advance.I do not like this idea that systems make more heat because you put down more reactors. May I suggest an alternative that only your most powerful functioning reactor is used at any given time. I would like to point out that this violates your stated desire to not force design choices.
Also I do not like how complicated this becomes and that it seems very difficult for new players to figure out.
So you place a reactor, that is supposed to provide you heat capacity, but right off the bat it removes heat capacity? I do not understand the sense of this. So attaching chambers adds more invisible energy regen without any sort of indicator to the player. This sounds terrible. Without any planned hard numbers to help the player design their ship. Extreme hate this. I do not understand this. I don't understand this, either. Is there a thruster core and thruster chambers? Further changing the invisible numbers that we have no feedback on. New players are so screwed this way. And advanced builders are going to be constantly guessing. I don't like this at all.
I really hate this. Terrible for new players. But also, during combat, if your tail is blown off, then does the whole boundary shift? If not, can I just create my ship with some blocks sticking out, then blow them off myself to save the boundary space? I honestly don't see the point of forcing this on a player. Why not just expand the boundary box of the ship itself?
Advanced build already has this, just not as categories, Really people, a refit wont be that terrible, just use advanced to remove old blocks, and have fun using whatever new systems they create. It's not like we have to design a new ship..I really think this line is important enough to be put in bold text. Since I can't do that, I'm quoting it instead.
As for feedback, I think a major concern will be if older designs can be upgraded to the new system without too much pain/effort. Perhaps an enhancement to the advanced build remove mode that would allow us to delete blocks classified as systems, weapons, foilage, or hull would help as it would allow people to take the systems out of a ship for a refit without damaging the exterior/interiors already in place.
It is not that simple, even with advanced build mode, redoing my new salvager requires more than just pulling out the old power blocks, because the power system is decentralized between waffled salvage modules, and the ship doesn't have any internal space left. I'd have to partioally rebuild the whole ship to make room for the proposed power systems, because they wouldn't fit in the 50x1x1 spaces between the salvage modules and would incur "heat penalties" due to systems occupying the "heat zones" of the reactors. It would be easier just to build a new ship with room for the new systems, than spend time refitting a ship that wasn't built with the new system in mind.Advanced build already has this, just not as categories, Really people, a refit wont be that terrible, just use advanced to remove old blocks, and have fun using whatever new systems they create. It's not like we have to design a new ship..
I did make a suggestion for this, that we have tools that allow us to yank out everything of a specific block type. You could choose a block type from the list, it'd give you a "Are you sure?" sort of confirmation box, and you click yes, and bamf, all the power blocks are removed. Another tool I suggested was one that allowed us to see what's inside our ships. So you could zoom out a bit, and see an overlay that showed you hollow spaces, weapon blocks, etc.It is not that simple, even with advanced build mode, redoing my new salvager requires more than just pulling out the old power blocks, because the power system is decentralized between waffled salvage modules, and the ship doesn't have any internal space left. I'd have to partioally rebuild the whole ship to make room for the proposed power systems, because they wouldn't fit in the 50x1x1 spaces between the salvage modules and would incur "heat penalties" due to systems occupying the "heat zones" of the reactors. It would be easier just to build a new ship with room for the new systems, than spend time refitting a ship that wasn't built with the new system in mind.