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- Oct 17, 2015
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Months ago, I made my own proposal after the first official one - at that time I was really worried about lots of restrictive rules the official one had. And now we've got a new one. It's surely better, I liked many of its ideas, but I see some flaws in it - one of them is that the new proposal looks like its power system lacks hard-to-master part . And for me, power system must offer you depth, opportunity to make different power designs, it's the heart of a ship after all. So I decided to merge the ideas from new Schine's proposal, my old one, and my new ideas.
It's rather strange to start with power consumption instead of power generation and all that stuff, but there is a good reason for that.
There are two different concepts – diversity and flexibility.
Something is diverse, if it can offer you large amount of important, independent choices.
Something is flexible, if it can be modified – if it exists not only in some fixed states.
Our current weapon systems are all about diversity – they offer you large amount of choices, some of them less meaningful, yeah, but these are balance problems.
Old StarMade weapon systems were all about flexibility – you were able to change damage, fire rate, distance, speed of the weapon at any time, so there were very little important choices – it's not very important choice if you can change it a second later to a completely different.
And what I want to do – is to let these two concepts meet each other. I want to make a system that based on the compromise between those two.
The power consumption is the key. Currently, there is linear dependency of weapon's damage on the power it consumes. But the power consumption and so the damage of the weapon is fixed by its block count, so it can't be changed. Similar situation with most of other systems. My idea is to let players adjust amount of power the system will try to consume, and keep linear dependency of that consumed power to the system output. Excessive heat generation will be logical limiter of such overcharge of a system. We should be able to set these power requests for all systems through a weapon panel or some other menu.
But what about block count? Block count takes the support role – it increases system output, but slowly, in a logarithmic fashion, and decreases heat generation up to some minimum.
This mechanics shifts importance from sheer block count of your system, to the amount of power you can supply to the system – i.e. to your power system quality. This also brings a lot of tactical opportunities to the game - such as energy distribution (all energy to warp-drive/cannons/shields thing), and, for example, small capacity-based suicide drones, which deal one extremely powerful shot from a small weapon, and then explode because of excessive amount of heat.
So. For example we have weapon group of 100 blocks with one second recharge. All values below are for demonstration.
So, my proposed reactors are made from different type of blocks, and layout of this blocks defines reactors characteristics - energy production, heat generation, power capacity, efficiency per block(or even per fuel point, I personally like idea of consumable fuel) and safety - and while you want to max them all out(except heat generation ofc) you cannot do that. You can find a balance between, or trend to some characteristics, while sacrificing others, or make an extremely one-sided or two-sided reactors - for example capacity/efficiency-based-reactor for those suicide drones I mentioned above.
Reactor itself is a group, consisting of various block types - such as active, capacity and cooling elements. Main idea is simple - every block receives bonuses with adjacent blocks of the same type, and somehow interacts with other block types, thus changing reactor final stats. I.e reactor generates more power and more heat with each adjacent active elements, cooling elements work better with each adjacent cooling element, same logic with capacity elements, if cooling and active elements are adjacent - active elements generate less heat and so on.
Energy, that can be potentially produced by reactor, must exponentially grow with block count of reactor, but ofc real produced power must greatly depend on reactor layout. This will make small amount of big reactors more optimal, than lots of small ones. This also fixes current problem with docked entities that can easily avoid softcap.
But what about giant ships? Exponential growth of power means that ships with massive reactors would be able to generate enormous amount of energy. Yeah, that's true, but with great power comes the great heat. The potential heat generation of reactors will escalate even faster than power generation - in order to handle with that heat, that ship must have VERY large cooling system, which will turn it into giant volume-inefficient powder keg. And if that ship will split its giant reactor into several small ones, yes, it will not need enormously large cooling system, but it will lose all its extreme power efficiency. So, it's like two-step soft-cap - after some point, increasing the size of reactors even further will be unprofitable, not because of power diminishing returns, but because of excessive heat.
Reactors can be placed anywhere and have any shape. But its 'adjacent block' mechanics encourages cuboid shapes. One thing I liked in the new Schine proposal is the reactor HP system – and it nicely fits with my compact and localized reactors, so I want my reactors to use the same HP system.
All of them are 6x6x6 and without capacity elements.
First one:
Power generation - high.
Heat generation - noticeable.
Safety - average.
Efficiency(per block and per volume) - high.
Second one:
Power generation - below average.
Heat generation - none.
Safety - very high.
Efficiency(per block and per volume) - low.
Third one:
Power generation - average.
Heat generation - none.
Safety - average.
Efficiency(per block and per volume) - average.
Last one:
Power generation - enough to supply average space station with energy.
Heat generation - enough to burn down average space station immediately.
Safety - none.
Efficiency(per block and per volume) - insanely high.
And now about what excess heat can cause: if there is no heat in your ship – than your heat sinks aren't volatile, the more heat you store – the more volatile they get, if 100% heat capacity is exceeded – than you will be forced out of core, and ship will be inaccessible until all heat is dissipated, and if you managed to exceed, for example, 200% - than your ship will just explode.
So, heat works as logical limiter for my power distribution idea and it also prevents the large ships from literally being OP.
So, while power system gives you opportunities to use other ship's systems, cooling system solves the consequences of that usage.
Power consumption
It's rather strange to start with power consumption instead of power generation and all that stuff, but there is a good reason for that.
There are two different concepts – diversity and flexibility.
Something is diverse, if it can offer you large amount of important, independent choices.
Something is flexible, if it can be modified – if it exists not only in some fixed states.
Our current weapon systems are all about diversity – they offer you large amount of choices, some of them less meaningful, yeah, but these are balance problems.
Old StarMade weapon systems were all about flexibility – you were able to change damage, fire rate, distance, speed of the weapon at any time, so there were very little important choices – it's not very important choice if you can change it a second later to a completely different.
And what I want to do – is to let these two concepts meet each other. I want to make a system that based on the compromise between those two.
The power consumption is the key. Currently, there is linear dependency of weapon's damage on the power it consumes. But the power consumption and so the damage of the weapon is fixed by its block count, so it can't be changed. Similar situation with most of other systems. My idea is to let players adjust amount of power the system will try to consume, and keep linear dependency of that consumed power to the system output. Excessive heat generation will be logical limiter of such overcharge of a system. We should be able to set these power requests for all systems through a weapon panel or some other menu.
But what about block count? Block count takes the support role – it increases system output, but slowly, in a logarithmic fashion, and decreases heat generation up to some minimum.
This mechanics shifts importance from sheer block count of your system, to the amount of power you can supply to the system – i.e. to your power system quality. This also brings a lot of tactical opportunities to the game - such as energy distribution (all energy to warp-drive/cannons/shields thing), and, for example, small capacity-based suicide drones, which deal one extremely powerful shot from a small weapon, and then explode because of excessive amount of heat.
So. For example we have weapon group of 100 blocks with one second recharge. All values below are for demonstration.
- If we supply from 1 to 10 000 energy - weapon will generate very small amounts of heat, manageable for inherent cooling, so small ships can shoot for a long amount of time or non-stop.
- If we supply from 10 000 to 100 000 energy - damage output is great, but heat generation becomes noticeable. So big ships with well-built power and cooling systems could use this overcharged weapons for large amounts of time or even non-stop. And small ships can use such overcharge for single-strike weapons.
- If we supply from 100 000 to 1 000 000 energy - the weapon will shoot once with very high damage, generate extreme amounts of heat, and shut down for some time or until reboot. Shutdown time goes from 0 sec at 100 000 power, to the infinity (until reboot) at 1 000 000 power.
- If we supply to it 1 000 000+ energy, it wont even shoot, but will generate INSANE amounts of heat. This will limit capacity-based suicide ships.
Power Generation
I want power system to truly be heart of any ship. I want them to have depth, to be hard-to-master, to be compact, and finally, I don't want them to encourage any form of ship over another.
So, my proposed reactors are made from different type of blocks, and layout of this blocks defines reactors characteristics - energy production, heat generation, power capacity, efficiency per block(or even per fuel point, I personally like idea of consumable fuel) and safety - and while you want to max them all out(except heat generation ofc) you cannot do that. You can find a balance between, or trend to some characteristics, while sacrificing others, or make an extremely one-sided or two-sided reactors - for example capacity/efficiency-based-reactor for those suicide drones I mentioned above.
Reactor itself is a group, consisting of various block types - such as active, capacity and cooling elements. Main idea is simple - every block receives bonuses with adjacent blocks of the same type, and somehow interacts with other block types, thus changing reactor final stats. I.e reactor generates more power and more heat with each adjacent active elements, cooling elements work better with each adjacent cooling element, same logic with capacity elements, if cooling and active elements are adjacent - active elements generate less heat and so on.
Energy, that can be potentially produced by reactor, must exponentially grow with block count of reactor, but ofc real produced power must greatly depend on reactor layout. This will make small amount of big reactors more optimal, than lots of small ones. This also fixes current problem with docked entities that can easily avoid softcap.
But what about giant ships? Exponential growth of power means that ships with massive reactors would be able to generate enormous amount of energy. Yeah, that's true, but with great power comes the great heat. The potential heat generation of reactors will escalate even faster than power generation - in order to handle with that heat, that ship must have VERY large cooling system, which will turn it into giant volume-inefficient powder keg. And if that ship will split its giant reactor into several small ones, yes, it will not need enormously large cooling system, but it will lose all its extreme power efficiency. So, it's like two-step soft-cap - after some point, increasing the size of reactors even further will be unprofitable, not because of power diminishing returns, but because of excessive heat.
Reactors can be placed anywhere and have any shape. But its 'adjacent block' mechanics encourages cuboid shapes. One thing I liked in the new Schine proposal is the reactor HP system – and it nicely fits with my compact and localized reactors, so I want my reactors to use the same HP system.
All of them are 6x6x6 and without capacity elements.
First one:
Power generation - high.
Heat generation - noticeable.
Safety - average.
Efficiency(per block and per volume) - high.
Second one:
Power generation - below average.
Heat generation - none.
Safety - very high.
Efficiency(per block and per volume) - low.
Third one:
Power generation - average.
Heat generation - none.
Safety - average.
Efficiency(per block and per volume) - average.
Last one:
Power generation - enough to supply average space station with energy.
Heat generation - enough to burn down average space station immediately.
Safety - none.
Efficiency(per block and per volume) - insanely high.
Heat
Heat is something you don't want to have on your ship, you receive it from:
- Reactors
- Other systems
- Overcharged systems
- Stars
- Maybe some weapon effects
And now about what excess heat can cause: if there is no heat in your ship – than your heat sinks aren't volatile, the more heat you store – the more volatile they get, if 100% heat capacity is exceeded – than you will be forced out of core, and ship will be inaccessible until all heat is dissipated, and if you managed to exceed, for example, 200% - than your ship will just explode.
So, heat works as logical limiter for my power distribution idea and it also prevents the large ships from literally being OP.
So, while power system gives you opportunities to use other ship's systems, cooling system solves the consequences of that usage.
What about?
- Self-Powered Turrets: there is a discussion currently: can turrets be self-powered, or we must forbid them to power themselves. I personally do not tend to any of this opinions. If we let them be self-powered, than exponential power growth of my reactors will make sure that self-powered turrets are less power-effective, if we forbid them to use their power – ok, I don't mind, it's not the point of my proposal.
- Logic: another interesting idea I took from Schine's proposal is switchable reactors. It can be used in interesting ways. We can design very efficient reactor with great power output, but with even greater heat output – and we can toggle it by logic for very short amount of time to get a lot of power in crucial moment, or we can use it to easily self destruct our ship – just turn it on and enormous heat generation will do the rest.
- Power Distribution to the Turrets: we should be able not only to adjust power distributed to ship's inner systems, but to adjust power our turrets will use. The turret will split the power you gave to it to all its systems, using requested power of this systems to calculate percent of given power that they will receive.
- Chambers: and another interesting idea from Schine's proposal. And again, it can be easily combined with my reactors – just let them generate those tech-points, according to the reactor size or power generation or something else. That's not the only way to make ships specialized – another way is to make this specialization blocks a part of my reactors, make them interact alike reactor elements do. In this approach there will be no actual chambers – reactor themselves give you passive effects, based on their design.
- Performance: clever dudes may say, that my reactors are performance-eaters. And they would be right: destruction of a single reactor block will cause, in worst scenario, recalculation of six adjacent blocks, and only after that recalculation of the reactor group itself. But the thing is, my reactors are meant to be compact – they will take much less volume than the current spaghetti lines and new proposed reactor-stabilizer system, so in most meaningful cases, the amount of recalculations wouldn't be much greater than with our current or new proposed system. But what about meaningless cases? Yes, it's surely possible to make giant reactor that wouldn't explode in a second – it would be very inefficient in terms of power and volume, but it can be easily made. If this will be major problem – than the easiest way to solve it – is to avoid recalculation of adjacent blocks, and directly recalculate the whole group, using some averaged values for destroyed blocks.
- Capacity: in my proposal, capacity elements are the part of reactor, weapons do not have inner storage, and drain all needed power when they fire. Because if they had - than suicide drones would be dirt cheap and alpha-strike guns will be much more easy to handle, which in combination with the idea of power distribution will be too OP. And I also like the idea of capacity-based ships.
Feel free to ask or comment, any meaningful replies will be appreciated.
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