Read by Council Auxiliary Power Computer for logic access

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    Since the auxiliary power block dump power in few seconds and need to off for fast recharge.

    I'd want to set up a logic group for a serie of weapon operation then turn on auxiliary power for few seconds for fast charge.

    Also having computer is easier to manage different group of auxiliary power for multi fast dump power,
    because we can use renameable inship control logic block to control them.
     

    Edymnion

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    Agreed.

    The current design mechanic for the auxiliary power actively punishes you for large single arrays, so we're stuck with multiple smaller arrays that have to be manually toggled. Thats cumbersome and annoying, frankly. We either need to get rid of the self destruct mechanic, or we need the ability to automate their use.
     
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    I agree completely. To my knowledge aux power is the only block accessible in the hotbar without a computer. So a control computer would make it consistent with the rest of the mechanics.
     

    Benevolent27

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    Since the auxiliary power block dump power in few seconds and need to off for fast recharge.

    I'd want to set up a logic group for a serie of weapon operation then turn on auxiliary power for few seconds for fast charge.

    Also having computer is easier to manage different group of auxiliary power for multi fast dump power,
    because we can use renameable inship control logic block to control them.
    I strongly agree and would really like this on one hand. And on the other hand, I disagree.

    So for where I strongly agree, here's my rationale. It completely makes sense. Everything else on a hotbar has a computer. I can envision logic systems with sensors that turn them on and off.. Which would be pretty freaking cool to balance and have a nicely working ship.. Even AI controlled ships.

    But on the other hand.. What happens if the computer is destroyed? Would they stop functioning? Might this make the aux power blocks too powerful? This would possibly change the risk and reward structure quite a bit. This would allow people to really make these new blocks all the more effective. Imagine having multiple groups constantly switching from on to off, on to off. Might the whole system have to be changed to achieve balance? These are important questions.

    But, I think there is another option. Perhaps it could stay the way it is now, with all groups being controlled by one hotbar, but simply have a logic block able to connect to the blocks to turn them all on or off. If the logic block is destroyed, they stay in whatever position they were left at. This would remain inconsistent with how systems on a hotbar appear (with computers), but I feel it'd be easier to balance, and in this case, balance might be more important than consistency. I imagine with this capability, they might also want to institute less storage capacity in the aux power blocks or something similar to reduce the effectiveness of the systems.
     
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    Jup Jup agreed. But wasn't it the other way around? fast regeneration when on, slow generation when off?
     
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    Jup Jup agreed. But wasn't it the other way around? fast regeneration when on, slow generation when off?
    to ship, it is fast charge when on, slow gene when off
    to aux itself, it is fast dump slow gene when on, fast recharge when off
     

    Lecic

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    The current design mechanic for the auxiliary power actively punishes you for large single arrays, so we're stuck with multiple smaller arrays that have to be manually toggled. Thats cumbersome and annoying, frankly. We either need to get rid of the self destruct mechanic, or we need the ability to automate their use.
    What? All auxiliaries are activated at the same time, regardless of if they're split up or not.
     

    Edymnion

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    What? All auxiliaries are activated at the same time, regardless of if they're split up or not.
    Ah, I misunderstood then, my bad. I was under the impression that each individual battery had to be manually activated.

    Haven't messed with multiples yet due to that idea. Good to know.
     
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    This suggestion is old but it's even more important now that there are sensors in the game.
    Aux power could be turned on only when ship energy is not full, or whatever condition you can think of.