- Joined
- Jul 15, 2013
- Messages
- 4
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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 ;-) )
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 ;-) )