The connection between reactor and stabilizers has done a passable job of dealing with islands. While they're still possible, they're harder to defend. The trouble is the mechanics still end up tying everything to a single axis, and in one direction at that. Additive stabilizer distance attempted to resolve this, but all it really does is pull stabilizers in closer to the reactor. Heat mechanics tried to add flavor and choices and were successful at that, but the Schine crew prefers the stabilization terminology because there are more possibilities.
Thus, I've reworked the heat mechanics idea with terminology that fits into what's already in game. schema , Lancake , Criss , please have a look and let me know if part of this is imperformant, contradicts future plans, or has other issues. I'll see if I can think up a way around the problem.
Ship HP:
Thus, I've reworked the heat mechanics idea with terminology that fits into what's already in game. schema , Lancake , Criss , please have a look and let me know if part of this is imperformant, contradicts future plans, or has other issues. I'll see if I can think up a way around the problem.
Ship HP:
- Go back to SHP for killing ships. Reactors tie into this strongly by blowing up other parts of the ship when they get shot up.
- This also makes interiors more viable because the blocks add HP to the ship.
- While interiors cannot be encouraged except by crew, their cost can be reduced.
- Reactors have a stability value, which decreases as they produce power. This is measured by "flux."
- Flux generated equals power generated. It must be dissipated to restore and maintain stability.
- Stabilizers absorb and dissipate flux. They have a flux capacity which is constant, and an efficiency value which varies.
- Flux capacity increases the amount of flux it takes to reduce a reactor to 0% stability. One block always adds the same capacity.
- Stabilizer efficiency determines how fast stabilizers dissipate flux. The farther a stabilizer is from the reactor, the smaller the group, and the farther it is from other groups, the higher the efficiency of each block.
- Stabilizers are connected to the reactor by flux streams, so islands or tons of small groups are not only annoying to build, but extremely vulnerable.
- Shooting a flux stream blows up some of the connected stabilizers.
- Shooting the reactor itself causes a large amount of flux to build up suddenly. The more of a reactor is destroyed, the more flux builds up per block destroyed.
- Less than 0% stability is critical. Random explosions occur throughout the ship, damaging the ship but releasing flux in the process.
- Explosions get worse the further stability drops below 0%, and stop if stability goes above 0%.
- -100% stability is super-critical. All flux is released in a huge explosion originating in the reactor, most likely destroying the ship. This might happen if a large fraction of the reactor is destroyed within a few seconds.
- General concept: the amount of flux generated when you produce power is dwarfed by the flux build up when you take damage. Thus it takes a while to recover from damage and it usually isn't too easy to overload your own reactor.
- Anti-exploit: When flux streams overlap, shots that hit the overlapping parts apply damage to both groups, essentially dealing double (or more) damage.
- Make interiors more viable. Ships with interior were nerfed by the reactor HP system because decoration blocks no longer served any function.
- Create a strong (but not hard) correlation between ship size and effective power output.
- Remove the one-dimensionality of the stabilizer mechanic while improving the power-durability tradeoff.
- Squeezed-together ships get better redundancy, but will be heavy. Spaced-out ships will be less durable, but have more power output per mass and tend to be faster. This makes sense stylistically.
- Potentially encourage space inside ships without forcing it. If you want to put stabilizers further out and hide where they are, you're going to need a bigger hull.
- Give reactors the feel of a powerful, volatile machine as one would expect them to be. This makes the game more exciting.
- Provides an opportunity for weapon effects that add or remove flux.
- Flux could provide a more interesting way to do stealth, similar to the stealth mechanics discussed here. TL;DR: The more power you generate, the easier you are to see. You can hide yourself at the expense of building up flux, but that puts you in a precarious situation if you destealth to make an alpha strike. This makes stealth more interesting and balances stealthy alpha strikes.
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