About Power Regen Cap And Docked Power Reactors

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    I have read a lot of complain about the actual Power Regen cap systeme and the use of Docked Power Reactor (DPR).

    If i get it right : the cap is implemented to "buff" smaller ships.

    By experiencing the old systeme with no cap, i think this one make sens so i don't gonna debate on "useful/useless". It's a good solution and i dont have a better one. The only thing i can imagine is a customisation of the actuel cap for users/serverowners.

    A other solution is to reconsiderate the "buff smaller ship" to "create ship classes".

    By using a "degressive sinusoidal equation(?)" we can enforce artificially ships classes.
    Each player gonna try to reach the top of the regen cap allowed by the shape, the mass and the purpose of his design.
    By this trick you gonna see small fighter with corvette(?), like now, (something like 50 mass and 1000 mass)(dont know dont care) then fregate and cruiser (10K -> 20K) then battleship to titan (75K -> 200K)(as beffore : numbers are randoms)(use your owns)

    Example below :
    (used (sin(4*x))/(x-(x/2)) as equation)
    (yes i suck at math but its just a vague visualisation)



    Im sure some gonna see the pattern behind the raw idea and very raw explanations.

    Thats all my explicable thinking/solution about Regen Cap.




    If we keep the acual Cap systeme :


    DPR is the best solution as far as i know to bypass the cap. It is and will be used by players until docked ships can regen mother ship.

    It's a pretty fun systeme IMO but get some limits : LAGS du to inevitable dedocking of the DPR with the destruction of the docking systeme.

    My solution consist in "officialise" the systeme and craft a (i think) simple limitation. If the DPR is destroyed in matter of millisecond at unexpected dedock : barely no collision calculations/barely no lags.

    With that come some holes. How the game know its a DPR ? How the game know its a unexpected dedock ? Does it need a explosion when the DPR is deleted for a bit of realism ?
    Got no real answers for now but im pretty sure someone will find ^^.





    P.S
    Somthing similar can have been already posted but i was unable to find it. Feel free to link threads
    P.P.S
    English isnt my mother language (and im not that good with writting even in my own language Xd) so please excuse those raw words.
    P.P.P.S
    It's a bit late. (7.44 am here) as i finish so excuse the lacks of details in explanation
    (i wanted to post it before i lost the big picture Xd)
    P.P.P.P.S
    Feel free to send me a proper correction in mp. I'll edit with credits if someone is kind enough to do that.
    (dont think that person exist ;-) )
     
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    I'm often thinking about how the power system could get better.
    A damped oscillation sounds not so bad.

    But I think it would be better if we had several different powerblocks, some for smaller ships and some for bigger.
    If we use the current formula but reduce the cap to 750k or 500k and introduce a new power source that gets stronger the bigger it is per group, so we could give different advantages to all ships.

    The Big-Reactor as I name it for now would give a very weak power recharge when small and a very strong when big.

    Starting at 1 e/s per block in group.
    E-recharge = count_in_group * count_in_group^0.4

    Count to power per block:
    1 .......... 1
    10 ......... 2.5
    100 ....... 6.3
    1000 ..... 15.85
    3125 ..... 25 (That's what the reactors give now after the bonus)
    10000 ... 39.8
    100k ..... 100
    1000k .. 251
    Maybe the Power per block should cap at 250

    EDIT:
    Small ships would use the normal power system.
    Middle sized ships would use docked reactors.
    Big ships would use a combination of docked reactors and the big power reactor
    Super sized ships would use big power reactor
    That's because you really need the reactor to be big to be useful and the docked reactors give a maximum of about 220 e/s per block so the big reactor gives slightly more.
     
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    That can be a solution ... as regular player.
    As new player its one more system to learn. Still a solution.

    As dev it's a nightmare IMO :
    One more systeme to create/balance (one more cap to set) along the other two.

    Beside, there is no cap on your model. And until someone find a way to get rid of lag and/or fps drop with huge ship/station cap is needed (one this way or another)

    And on a personal view : it's not enough versatile or elegant in this form to me ^^.


    I appreciate all the same your paticipation.