Did a platform with 'universal' (generic) self-contained reactors.
USCR L1.a1
USCR L5.a1
USCR L10.a1
USCR L15.a
Download, spawn in, copy them to template, and enjoy a little convenience in powering your non-combat ships and facilities, or lay one of these down as an emergency backup for...
So if a chamber uses 12.5% of its reactor's capacity it should probably only need to be half or maybe three-quarters the minimum number of blocks as a chamber which uses 25% of the same reactor. Something like that.
[ 12.5% ]
[chamber]
[ 25% ]
[ chamber ]
[...
So this is a template for a starting reactor. This mostly resembles a power reactor for the Venator Class Star destroyer from star wars because that is what it was inspired by. It has four power reactor chambers and a mobility chamber but since it can be used with stations just take out the...
Rather than have a flat percentage for chamber effects, I'd like to propose a different mechanic than the percentages we have now. As it is now, large vessels or stations will require many, many reactors to perform their various requisite functions and active management of an...
So Power 2.0 was billed as being scaled so that fighters and other small craft (EDIT: Names aside - doesn't matter if you're calling it a fighter, gunship, bomber, or banana boat - just refering to small combat craft) would not require stabilizers to effectively function.
Based on...
IT'S TIME TO STOP AND THINK
I mean, really... really really reeeaaallllllyyy... just... STOP. Stop and think: What makes a good mechanic?
This whole Systems 2.0 Update we can blame Schema for- but I honestly don't know who's really behind the wheel of these horrible ideas. Every devbuild one...
(LEFT: a "Logistics Chamber" with interior space tacked on for looks but awkwardly divorced from function. CENTER: same chamber, gutted to a minimum for bounding a space equal to the original blocks. RIGHT: cutaway view of proposed new "chamber" format composed of defined interior space +...
The new power system requires conduits between reactors and chambers, but only a build link between reactors and stabilisers.
Requiring conduits between reactors and stabilisers as well (or an equivalent type block if not the exact same conduits) would achieve three things:
There would be no...
Title says it all gentlemen, instead of having the "stabilizers" off on the other end of your ship, we can preserve continuity of the vessel and have the power make some sort of sense to players by having the things that are supposed to be stabilizing the reactor well, right up against the...
Can anyone think of a good way (something practical, that will work/can be used in the middle of a battle) to have a "spare" reactor for a system?
For example say my ship's shields, "S", need 1 million e/s, and my ship has two reactor entities available to power the shields: "A" and "B", each...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.