Uh, what? Why?op seems alright, but also seems like it would kill the ability to build snub-fighter sized craft. ie TIE Fighters or Colonial Vipers
That's not true in a simulated environment where the laws everything follows are created by humans.No suggestion will ever make spaghetti builds impossible.
Didn't you say yourself that trying to figure out the "thickness" of a conduit is an impossible task? In fact lets bring the discussion back on topic. How exactly would that be calculated?The OP in this thread would achieve that.
if you need to connect the system blocks with some sort of pipe, and since all the blocks use a cubic meter of space, and these type of ships have very limited space to begin with, these pipes will just be more blocks that will eat up valuable system space.Uh, what? Why?
No, I said it was difficult to do well, and that points #1 and #3 would break spaghetti meta without #2 (if reactors are encouraged to be cubes/spheres)Didn't you say yourself that trying to figure out the "thickness" of a conduit is an impossible task?
Power 2.0 didn't cause spaghetti meta, it already existed before.I think I worded it wrong. What I tried to say is, the difference between the old power efficiency between a common ship shape and a perfect cube is barely notable, comparing to the new power difference between common shapes and a japanese hentai tentacle monster.
Well, you could have the wireless effect I described be strong enough that such "micro fighters" would be fine and still have their systems at max power.if you need to connect the system blocks with some sort of pipe, and since all the blocks use a cubic meter of space, and these type of ships have very limited space to begin with, these pipes will just be more blocks that will eat up valuable system space.
The distance should be somewhat close to the reactor. Come on. Tough luck for the devs. Why is this a bad thing again? Should people NOT be taking advantage of the volume they have given themselves to work with?Depending on where the min max range is set, we will still see dumbells. If the stabilizers are relatively far from the reactor, the ship will inherent the dumbell look. If stabilizers are closer, then less so and could look more like a "normal" ship but one that would be filled to the brim with systems, which officially would be an unintended game mechanic. The devs have stated they don't want ships to be filled solid with systems.
Well, I think we can pretty much all agree that Dire Venom's addition here was a good solution to the direct connection thing, and from there we can easily figure out the AOE of each conduit.Didn't you say yourself that trying to figure out the "thickness" of a conduit is an impossible task? In fact lets bring the discussion back on topic. How exactly would that be calculated?
You don't need to actually find the girth of a conduit line with this system. Every conduit block has a set AOE it covers, and it combines that AOE (logarithmically) with every additional conduit blovk within a 2D plane along each dimension that touches it. Here's an example I threw together quick.Just another take on conduits:
Instead of being required to connect to systems, they power systems in an AOE around the conduit. The thicker the conduit, the larger the area. The conduits must be attached to a reactor, and act sort of like blood vessels. E.g they do not need to touch the blocks, merly be near them.
Genius! Thank you for creating a visual example, it helps a lot. May I add it and refernce it in the orgional post:?Well, I think we can pretty much all agree that Dire Venom's addition here was a good solution to the direct connection thing, and from there we can easily figure out the AOE of each conduit.
You don't need to actually find the girth of a conduit line with this system. Every conduit block has a set AOE it covers, and it combines that AOE (logarithmically) with every additional conduit blovk within a 2D plane along each dimension that touches it. Here's an example I threw together quick.
(teal glass is AOE, yellow glass is stabilizer stand in so you can see the reactor)
So the game would run a check along each layer of each plane of the ship to form a composite of AOEs that it would then combine into single units where applicable.
Couldn't i then make a 1-thick conduit that leads from my reactor to the system, and at the system just surround it with conduits or make a blob that only just covers it? What's stopping me from making spaghett monsters here if the conduit is no longer "controlled" for thickness?You don't need to actually find the girth of a conduit line with this system. Every conduit block has a set AOE it covers, and it combines that AOE (logarithmically) with every additional conduit blovk within a 2D plane along each dimension that touches it. Here's an example I threw together quick.
If you understand how they are built, you will thus see that requiring conduicts at all would double their mass and hitbox.Couldn't i then make a 1-thick conduit that leads from my reactor to the system, and at the system just surround it with conduits or make a blob that only just covers it? What's stopping me from making spaghett monsters here if the conduit is no longer "controlled" for thickness?
By the way, does anything address the issue of having multiple reactors in a spaghetti monster?
Can we have a proper picture example of a spaghetti monster ship then, so we're all on the same page about what type of shape of ship we're talking about? Because for the shape of ship that i was sure we were talking about,If you understand how they are built
doesn't seem to be a very large penalty; at least not large enough to discourage their use.double their mass and hitbox.
Not sure how you inferred that from my post but ok.Do you think they implemented their original heatbox power proposal 1.0 or something?
Here is a videoCan we have a proper picture example of a spaghetti monster ship then, so we're all on the same page about what type of shape of ship we're talking about? Because for the shape of ship that i was sure we were talking about,
Yeah that's almost like the shape i had in mind. The ship shape in the video could still be done, it's just instead of there being 1-thick lines of shields and thrusters and whatnot, it'd be 2+ thick conduit+system lines and a reactor "heart" somewhere. A lot more vulnerable and probably not as overpowering as the one in the video, but by no means unviable.Here is a video
This could definitely help with a few issues:Well the other solution is guns shooting projectiles with non-zero cross section. So instead of a simple ray they shoot say a 3x3 plane (or more depending on how big the player wants it and builds). Or use some kind of proximity detonation that transforms projectile into shrapnel cone. But these solutions seem more calculation intensive.