I'm not opposed to changing the reactor mechanics to something like what you've described. My main issue with Schine's proposition is the heat boxes, and you've got a better heat solution suggested here than that. I see a lot of potential for interesting reactor designs like what we currently...
I think it would be best if the ships were organized by player, or, if applicable, faction, rather than size. Currently, it's somewhat organized that way, but it could really be better.
Why couldn't you just have it so lights don't actually consume power and flicker when PowerOutageStatus is True or when PowerCapacity is 0? Or make power have no <1 values, so that those are less of a problem? Also, wouldn't there still need to be what is essentially a power system in the...
It's literally the exact same design, just proper reactor thickness instead of a thin slice of it made for demonstration purposes. Stop acting dense.
So I've had a thought- what if we added heat on top of power generation, and faster firing weapons generated more heat than slower firing weapons...
Shields: Shields are powerful, but so is armor, which is highly underrated. Could armor use some buffs? Sure, but I've built multiple highly successful armor tanking and shield tanking designs.
Power Regen: Not even going to argue this one, the current power and weapon configs definitely favor...
I have severe doubts that moving from a mostly formless system to a specific shape system will reduce the gap between ships designed for appearance and ships designed for efficiency. In fact, it would probably make it worse.
I'm interested in what you think the current "one design choice...
The armored reactor we were originally talking about only has a main body 4 blocks thick. The one I built is 10 blocks thick. That is why more of it is still connected. I would suggest testing things yourself if you want to disagree with my data.
Internal armor also reduces the chance that a...
Because I would rather have the blocks I'm placing matter than have them be a useless filler block. Beyond that, the general reduction of system counts will massively increase the amount of time it takes to kill or disable ships, because almost everything is filler.
EDIT- Also, reducing...
Yes, but auxes at the back/core of the ship are likely not going to take nearly as much damage as whatever is at the front, and will survive longer in the battle after getting scratched by a meta gun.
Sure, a cruiser level weapon would definitely vaporize either under concentrated fire, but weapons will often only scratch an aux and set off the reaction that way, in which case it will survive longer. Auxes can't have multiple sets of explosions going over it at once, so it doesn't really...
Let's test it.
Here's our two sets of reactors. 2000 mass for each of them- one is a pair of unarmored, 10x10x100 (10k) auxiliaries with a sheet of armor between them to prevent them from damaging eachother. The other is a single 10k (+ or - a few hundred from the connecting ribs) with a...
Yes, the second reactor has a few parts split off, but it's still mostly in a few large groups. Compare them. I guarantee you that a design like this second one is drastically more efficient after taking damage than an unarmored one.
What would negative SHP on a block accomplish? You would GAIN SHP when it was destroyed, and putting one of your ship would reduce its total SHP? For what purpose?
No, actually, this will definitely just increase the power of high end players. You only have so many pilots available, and you can only make ships so big before they break the game. So now you can make even stronger ships, which makes it even easier for older players to dominate newer players.
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