An attempt to balance the salvage - cannon combination

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    Individual salvage arrays use a lot of power. The bigger an individual salvage array is, the faster it mines and the less power it uses. For relatively fast mining you would need salvage arrays of at least 5 long, but that would still use a huge amount of energy. And then you discover you can slave salvage arrays to cannons.

    They use about 5 times less power than non linked salvage arrays. Using 1 salvage array with 100% effect from cannons you can get a salvage beam that is about as fast as 9 salvage arrays together. So by using more than 4 times less blocks, and with that more than 4 times less mass, you can create a very powerful salvage ship that uses 5 times less energy than salvage ships that don't link their salvage arrays. It is way too OP.

    Now for the How To Change This part (or HTCT FOR SHORT):
    1. Make this setup use 400 e/s (that is twice the amount it uses now)
    2. Reduce the speed of the 1 salvage array - 1 cannon. Instead you would need 2 salvage arrays together with 100% effect from cannons to achieve the same salvage speed.
    What this achieves

    • You still benefit from linking. You use about 2,5 less blocks than you would if you didn't link, and you also use about 2,5 times less energy.
    • It works well with the new crafting system. Some resources aren't always available, and the cannon uses some specific ones, so you will need to find those first. In total you use about 1,5 - 2 times less resources (if you can find the ones you need).
     

    NeonSturm

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    HTML:
            <SalvageBeam>
                    <BasicValues>
                            <PowerConsumption>500</PowerConsumption>
                            <Distance>100</Distance>                        <!-- timeBetweenHits = 1 / (unitSize^pow)*mult -->
                            <SpeedPowPerUnit>1</SpeedPowPerUnit>          <!-- this non linear scaling up of beam ROF the larger an array is will impact balance in a nasty way, can we make it a set value -->
                            <SpeedMultPerUnit>0.5</SpeedMultPerUnit>  <!-- This speed is equivilant to 20 seconds mining time per block salvaged, the astronaut mines 1 block per second -->
                            <CoolDown>1</CoolDown> <!-- Time it takes to fire beam again from the start-time it first activated -->
                            <BurstTime>1</BurstTime> <!-- Time the beam will fire -->
                            <InitialTicks>0</InitialTicks> <!-- Ticks to do at the initial contact of beam with a block -->
                    </BasicValues>
                    <Combination>
                            <Cannon>
    ...
                                    <CoolDown style="set" value="0"/> <!-- Time it takes to fire beam again from the start-time it first activated -->
                                    <BurstTime style="set" value="0"/> <!-- Time the beam will fire -->
                            </Cannon>
                            <Missile>
    ...
                                    <CoolDown style="set" value="0"/> <!-- Time it takes to fire beam again from the start-time it first activated -->
                                    <BurstTime style="set" value="0"/> <!-- Time the beam will fire -->
                            </Missile>
                            <Beam>
    ...
                                    <CoolDown style="set" value="0"/> <!-- Time it takes to fire beam again from the start-time it first activated -->
                                    <BurstTime style="set" value="0"/> <!-- Time the beam will fire -->
                            </Beam>
                            <Pulse>
    ...
                                    <CoolDown style="set" value="0"/> <!-- Time it takes to fire beam again from the start-time it first activated -->
                                    <BurstTime style="set" value="0"/> <!-- Time the beam will fire -->
                            </Pulse>
                          
                    </Combination>
            </SalvageBeam>
    All combos set cooldown and burst time to 0, but they have different other modifiers.

    It is a bug. You can go to StarMade/data/config/blockBehaviourConfig.xml, change the values and post a fix. (Maybe copy beam cannon balance)