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,
doesn't seem to be a very large penalty; at least not large enough to...
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...
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?
Trying to have the computer look at every conduit group and "slice" its way through would require it to...
Well obviously there are some common sense rules that players typically expect and unconsciously design after, like adjacency for groups and potentially also "blobbiness". Such rules are pretty harmless.
I guess here is the fundamental disagreement. In my opinion, every block always matters where it is placed, even if there are no rules to dictate optimal or required placement. After all, its a sandbox where we are building "our" ships, where we decide where we want to put our blocks and we...
Something like that could be done. I think i saw a suggestion along those lines somewhere, where the less a system looks like a "blob", the more it gets a penalty to efficiency. Still, that's again leaving the balance of the entire game down to the block rules, and i don't think it's a very sane...
No suggestion will ever make spaghetti builds impossible. After some consideration, you're right about my suggestion not fixing spaghetti ships too: a "noodly" ship that makes all its blocks visible from every angle will always have a bigger total "silhouette" per block, so if anything it would...
Nope, just shift some bonus points around and its still functional.
You're right. I didn't consider that some people build ships that way. Still, lets look at why people build ships with systems first: It's because they don't want to have to rework their systems repeatedly within a set hull...
I posted a way to let the developers more easily tweak balance. Read the last paragraph. Maybe the entire post.
edit - TL;DR since you seem impatient: Look at the silhouette of the entire ship from every angle, assign a score depending on the total surface area of every silhouette, and use this...
I have issues with this statement. Power and systems in their current (old) configuration let you design virtually any shape of ship and have it be relatively competitive, so long as you completely fill up the interiors and minmax that shit. One of the design goals of the new systems was to...
Maybe there could be "rare" fuel you get from quests with quirky effects (maybe procedural effects, even?) and "common" fuel manufactured from resources or bought in bulk (just your typical +10% fire rate buff or whatever). Best of both worlds.
I'm against this. Any explicit method of just "generating" fuel out of nothing would make fuel-injected systems mandatory for PVP. I think it would be better to make fuel something that you get as a reward for some quests, something rare that you have to explore to find, and other ways along...
This is a suggestion i touched on in this post.
So, one of the things many of us can agree on regarding the power system is that trying to make a ship "punch above its weight" by placing a bigger reactor than it should be able to handle should carry some kind of penalty rather than being...
I think this suggestion is close in spirit, and doesn't have the same pitfalls. By using the "perceived" volume of a ship rather than actual volume, you give the player the freedom to build a hull, plop down a reactor, and not worry about the power system after that.
Take it only as a baseline, it doesn't necessarily have to mean "ok your ship has a signature radius of 1000 so you get 1000 power", but rather it could be used for example like "ok your ship has a signature radius of 1000, so every power block after 1000 makes the entire reactor more volatile...
(edit: i misread the OP. Sorry.)
This is a pretty good suggestion when it comes to how to determine the "size" of a ship. It doesn't entirely eliminate minmaxing unfortunately.
Assume we have built two identical, seen from the outside, ships. One ship has nice spacey crew-ready interiors and...
This is a suggestion i've touched on a couple times that i figured i might as well condense into a thread.
Lets begin by assuming that we have built a ship. Lets assume now the computer places a camera at different angles around the ship we built and takes pictures. Then it takes all the...
This is a super valid concern, but theres a solution that i think maybe works in everyones favor.
Remove stabilizers, have a scaling "maximum" amount of power blocks depending on ship volume like i suggested before in another thread, but it doesnt stop you from placing more blocks
For each...
Just like you are pointing out, the power system is inherently something that (in its old iteration) promotes total freedom of design. That's a valid standpoint, but i was under the impression that the developers wanted the game to be less of a chore. The freedom in this case comes at the cost...
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