A docked entity can be part of a ship (a turret), or not (a shuttle docked to a large ship for crew transfer). "Entities" are just a necessary mechanic/concept to make the game work and explainable to players.
The reason shields act at the surface of entities (and their children) and not out...
Well you didn't say how to calculate the bonus, and it wouldn't be suitable for systems like shields or thrusters for example, but I'd like to see this concept applied to reactors, because it would disrupt spaghetti meta to some degree. So I've liked it.
Yes, just incorporate point #1 into power 2.0 immediately (and while you're at it increase the minimum stabiliser effect from 0 to a small but useful value), it's trivial.
Assess point #3 for performance impact and get that in ASAP, with a conduit tool in build mode.
Reassess meta at this...
If you were already putting things as far apart as possible then now being required to isn't making things worse. Spaghetti meta was invented/discovered in power 1.0, it isn't a result of power 2.0.
The point is that efficiency isn't performance.
And if you were to take a perfectly efficient ship, say for example it has an xyz perfect cube power system of 100 length on each axis, and then copy a mirror image of the power system onto itself so that the power system is now a wireframe cube...
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)
Power 2.0 didn't cause spaghetti meta, it already existed before.
That's not true in a simulated environment where the laws everything follows are created by humans.
Anyway, you don't need to make them impossible, they just need to be relatively poor performers. The OP in this thread would achieve that.
It's looking to me like you're hijacking this thread...
Actually this thread is to discuss Lecic's rather excellent suggestion in the OP. There are many other threads for more general discussion of power 2.0
An inefficient reactor can still have the same power output as an efficient one. What it does is reduces ship length at the cost of increasing...
No, it isn't. I mean maximum efficiency (power per block), not just best efficiency for certain parameters/configurations. I suggest you look at the link I posted previously and refresh your memory.
While you can of course increase ship mass to reduce length, while still keeping the same power output (by using less efficient stabilisers) I've changed my opinion somewhat of how much flexibility you have by doing that. Stabilisers shouldn't drop to zero effectiveness when too close, they...
I've been telling people complaining about being "forced" to put their stabilisers at optimal distance to just move them closer at a lower efficiency, and have more of them, to shorten their ships.
I just tested this in game so I would have some numbers to back myself up, but my thinking has...
You always used power systems at 1665 e/s/block? Possible yes, but it would be surprising...
How short could you make the ship by using a more powerful reactor with lower efficiency (smaller stabiliser separation)?
I mean minimum number of blocks for the power you were producing (just like power 2.0 - you can keep adding blocks until you get the power output you want, regardless of efficiency)
There's some good info here: Power Systems - StarMade Wiki
Most power 1.0 ships don't have perfect efficiency...
Think about how often you made a power 1.0 ship with perfect power efficiency though - rarely or never.
It seems strange to me that suddenly people will only consider perfect efficiency, even when they didn't require it before.
Do all ships that have won the Blood and Steel dueling tournaments...
What's forced? You can put stabilisers where you like, efficiency just goes up or down accordingly.
It's a system that trades off length/size (stabilisers at high efficiency) against weight (stabilisers at low efficiency) for the same given power output. It's an excellent design...
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