Hello RPers, PVPers, Developers, Banned members, Lurkers and Guests.
Recently, Schine has been developing a new power system for StarMade.
This post is to address issues I have found as a RP player, and issues that have arisen in the PVP community. This post will also cover my personal look on the new system, as well as what needs to be changed/implemented.
I honestly don’t believe this post will result in any changes in the power system direction - However I believe it is important for the community to voice its concerns when it comes to large changes in the games design.
This post WILL NOT cover regeneration numbers. They are less relevant, and there are many more people far more qualified than myself to complain about, and voice concerns on that aspect.
With that out of the way, let’s get into the two major issues I have found with the new system.
1: Stabilisers do not stabilise.
Stabilisers are currently a forced limiting factor on reactor design. They should not be a necessary part of the reactor if you want a simple (unstable) reactor.
Stabilisers should:
2: Reactors should be volatile.
Reactors without stabilisers in large groups should be dangerous. If a reactor is pushed beyond its limits, it should have severe negative effects on the ship.
With linear gains of reactors without stabilisers, they become larger, and easier to hit targets.
In a battle, as a reactor is damaged and broken down, the ship will drain more power beyond the rectors capabilities. This would initiate an overheat of the damaged reactor and need to switch to a redundant system, or risk the damaged reactor in-use exploding and causing further damage.
Reactors should:
Reactors should detonate and remove the entire active reactor group, Exploding/damaging surrounding blocks with damage related to the power draw of the entity at the time of detonation, and the original reactor size.
Reactors should detonate ONLY FROM the entities power draw being too high for the reactor to handle for a period of time.
Stabilisers should not affect reactor power generation, but instead stabilise the reactor to prevent overheat/detonation if too much power is drawn.
Thanks for reading.
EDIT:
Please use those agree or disagree buttons to show your opinion, or drop a comment.
Recently, Schine has been developing a new power system for StarMade.
This post is to address issues I have found as a RP player, and issues that have arisen in the PVP community. This post will also cover my personal look on the new system, as well as what needs to be changed/implemented.
I honestly don’t believe this post will result in any changes in the power system direction - However I believe it is important for the community to voice its concerns when it comes to large changes in the games design.
This post WILL NOT cover regeneration numbers. They are less relevant, and there are many more people far more qualified than myself to complain about, and voice concerns on that aspect.
With that out of the way, let’s get into the two major issues I have found with the new system.
1: Stabilisers do not stabilise.
Stabilisers are currently a forced limiting factor on reactor design. They should not be a necessary part of the reactor if you want a simple (unstable) reactor.
Stabilisers should:
- Increase chamber points to a max threshold dependant on reactor size (as they do now)
- NOT affect power regeneration for reactors
- Be near reactors to be effective, or linked by conduits.
- Stabilise reactors (more on this further down)
2: Reactors should be volatile.
Reactors without stabilisers in large groups should be dangerous. If a reactor is pushed beyond its limits, it should have severe negative effects on the ship.
With linear gains of reactors without stabilisers, they become larger, and easier to hit targets.
In a battle, as a reactor is damaged and broken down, the ship will drain more power beyond the rectors capabilities. This would initiate an overheat of the damaged reactor and need to switch to a redundant system, or risk the damaged reactor in-use exploding and causing further damage.
Reactors should:
- Be explosive, and cause catastrophic damage to surrounding blocks when detonated
- Have increased stabilisation (slower overheat time) that can go over 100%, for redundant stability. (good for hardy PVP builds)
- Have overheat/warnings to the pilot/display modules when the reactor is over-utilised
- “Heat” for over-utilised reactors that the pilot has to watch carefully to maintain if they intend to pilot a heavily damaged ship, or are in a battle
- If active systems are not kept in check or disabled, they will passively cause an overheat when a reactor is too damaged to support these systems power draw..
Reactors should detonate and remove the entire active reactor group, Exploding/damaging surrounding blocks with damage related to the power draw of the entity at the time of detonation, and the original reactor size.
Reactors should detonate ONLY FROM the entities power draw being too high for the reactor to handle for a period of time.
Stabilisers should not affect reactor power generation, but instead stabilise the reactor to prevent overheat/detonation if too much power is drawn.
Thanks for reading.
EDIT:
Please use those agree or disagree buttons to show your opinion, or drop a comment.
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