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- Aug 24, 2013
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This would be a tad bit long so I'll try to limit it to some degree...which will result in some flaws.
My proposal is to have a ship pool for different segments of the ships we build, this would be determined based on the number of blocks and each block would have a value attributed to it.
The blocks would have value based on the resources which go into them, so an advanced armor block would be more valuable than a standard armor block.
This Next Part is For: Armor
In having these values combined in a pool, we can then begin what would be called "group cohesion" which in essence would allow us to select segments of armor and then draw from the pool to "reinforce" them so to speak. This would however detract from the armor value of other blocks selected in the group. This however could also be used to give all armor blocks a unified and equal value boost, but would honestly be a waste to do such.
This does have a limit, as standard blocks have an upper limit, you can't give the direct value of two advanced armor blocks onto a standard armor block, instead you could only give the standard armor block the armor value of one advanced armor block. Advanced armor blocks have an upper limit as well, which is 3x the value of their own standard value.
Once the cohesion is applied, it cannot be re-applied unless done so in a shipyard (something that'd also need to be re-worked for this to function) so as to prevent on the fly adjustments.
This could hopefully be used to let us design good looking ships, with function not having to take a back seat. Granted this would definitely include weak spots, but there SHOULD be some weak spots.
When the groups are damaged, they can easily be repaired with full value, but lost segments would cost twice the lost segments in resources to replace outside of a shipyard (you can place the blocks but the remaining segment would only accept half of the blocks missing), and be given a strength value of only 75% of the original group value. This would be negated in a shipyard where everything can be repaired completely.
Effect Modules would allow for much stronger levels of strength and cohesion. But would only apply to certain already established groups.
This Next Part is For: Shields
Shields are a bit of a different issue, mostly because they're a cluster of bad forms mixed with good forms.
In this case, shields would be affected by how large the vessel is, the bigger it is the more shield blocks required to completely protect it. However this would also come with its own solution, a new shield block, something called a shield emitter block would have to be made.
This would let us keep our current blocks but also condense things a little bit, each shield emitter block can fit 11 shield related blocks and effect modules. To be clear, this doesn't mean we have to put 11 blocks in each emitter as we place them, but rather adds to a value pool. We could place as many shield emitters as the ship size would allow, and then have a set pool of points to work with, if we want to establish a balance of recharge and strength, then we can add those blocks into the pool to make it happen. This way we still have the blocks, but they'd be "stored" inside the shield emitter blocks.
The shield recharge, shield strength, and effect module blocks would be put into the ship to fill the vacant points while also minimizing how many placed blocks there't have to be.
This system would not work in the same fashion of the armor however, as it can be made to be edited on the fly but with a required shield restart which would take 30s each time.
This Next Part is For: Power
Power is a bit of a tricky beast, and to be truthful, I'm not sure how well it'd work as I've not given it too much thought.....ok, I'm gonna be REALLY truthful, I decided not to include power because regardless of what I suggest there'd be three people who'd relentlessly hate on it and probably throw insults non stop.
I will say this though, my suggestion would have included capacitors and connectors for weapons...which also prevents me from including the "weapons" segment in this as well.
Ending Statement
There are missing segments for this suggestion, but I'd hope the basic concept comes across well. I don't do well with typing right now and would be able to convey the idea better via audio and visual descriptions...I'll en-devour to make a video sometime.
My proposal is to have a ship pool for different segments of the ships we build, this would be determined based on the number of blocks and each block would have a value attributed to it.
The blocks would have value based on the resources which go into them, so an advanced armor block would be more valuable than a standard armor block.
This Next Part is For: Armor
In having these values combined in a pool, we can then begin what would be called "group cohesion" which in essence would allow us to select segments of armor and then draw from the pool to "reinforce" them so to speak. This would however detract from the armor value of other blocks selected in the group. This however could also be used to give all armor blocks a unified and equal value boost, but would honestly be a waste to do such.
This does have a limit, as standard blocks have an upper limit, you can't give the direct value of two advanced armor blocks onto a standard armor block, instead you could only give the standard armor block the armor value of one advanced armor block. Advanced armor blocks have an upper limit as well, which is 3x the value of their own standard value.
Once the cohesion is applied, it cannot be re-applied unless done so in a shipyard (something that'd also need to be re-worked for this to function) so as to prevent on the fly adjustments.
This could hopefully be used to let us design good looking ships, with function not having to take a back seat. Granted this would definitely include weak spots, but there SHOULD be some weak spots.
When the groups are damaged, they can easily be repaired with full value, but lost segments would cost twice the lost segments in resources to replace outside of a shipyard (you can place the blocks but the remaining segment would only accept half of the blocks missing), and be given a strength value of only 75% of the original group value. This would be negated in a shipyard where everything can be repaired completely.
Effect Modules would allow for much stronger levels of strength and cohesion. But would only apply to certain already established groups.
This Next Part is For: Shields
Shields are a bit of a different issue, mostly because they're a cluster of bad forms mixed with good forms.
In this case, shields would be affected by how large the vessel is, the bigger it is the more shield blocks required to completely protect it. However this would also come with its own solution, a new shield block, something called a shield emitter block would have to be made.
This would let us keep our current blocks but also condense things a little bit, each shield emitter block can fit 11 shield related blocks and effect modules. To be clear, this doesn't mean we have to put 11 blocks in each emitter as we place them, but rather adds to a value pool. We could place as many shield emitters as the ship size would allow, and then have a set pool of points to work with, if we want to establish a balance of recharge and strength, then we can add those blocks into the pool to make it happen. This way we still have the blocks, but they'd be "stored" inside the shield emitter blocks.
The shield recharge, shield strength, and effect module blocks would be put into the ship to fill the vacant points while also minimizing how many placed blocks there't have to be.
This system would not work in the same fashion of the armor however, as it can be made to be edited on the fly but with a required shield restart which would take 30s each time.
This Next Part is For: Power
Power is a bit of a tricky beast, and to be truthful, I'm not sure how well it'd work as I've not given it too much thought.....ok, I'm gonna be REALLY truthful, I decided not to include power because regardless of what I suggest there'd be three people who'd relentlessly hate on it and probably throw insults non stop.
I will say this though, my suggestion would have included capacitors and connectors for weapons...which also prevents me from including the "weapons" segment in this as well.
Ending Statement
There are missing segments for this suggestion, but I'd hope the basic concept comes across well. I don't do well with typing right now and would be able to convey the idea better via audio and visual descriptions...I'll en-devour to make a video sometime.
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