I had this idea, and checked the forums and literally Sildaran posts his thread about reactors and coolant devices just last night. Well, crap...
But still! I had an alternate idea for a coolant system in mind, one that focuses purely on a coolant system as its own thing. I propose the conversion of the decorative Conduit block into a functional one, specifically as a convector block for a coolant system. A Thermal Systems computer block would be needed for system management and appropriate slaving, of course, and I would also suggest this new system uses the same functional rules as the existing power systems, where volume of the system yields greater efficiency than block quantity. This creates a similar level of design urgency, and also fits the system concept, as a greater surface area of the system would suggest greater heat dissipation. The system would require a constant power supply to operate, toggled from the weapons menu like any other system. As a support system it can be utilized in a number of ways, which I shall get into RIGHT NOW!
Whaddaya think? I have no idea how the equations to calculate this would work out, but I had to get the concept out there. Have I qualified as a blithering numbskull yet?
But still! I had an alternate idea for a coolant system in mind, one that focuses purely on a coolant system as its own thing. I propose the conversion of the decorative Conduit block into a functional one, specifically as a convector block for a coolant system. A Thermal Systems computer block would be needed for system management and appropriate slaving, of course, and I would also suggest this new system uses the same functional rules as the existing power systems, where volume of the system yields greater efficiency than block quantity. This creates a similar level of design urgency, and also fits the system concept, as a greater surface area of the system would suggest greater heat dissipation. The system would require a constant power supply to operate, toggled from the weapons menu like any other system. As a support system it can be utilized in a number of ways, which I shall get into RIGHT NOW!
- Power systems support -- At this time the idea of a hard cap does seem to irk a few people. But installing a coolant system as its own un-slaved ship/station support system could provide a softer power cap within the logic of the Starmade universe. I'm suggesting that after a certain size/power generation level is reached (mathematically defined), that the reactor blocks will build heat. If this heat grows past a certain temp, the blocks will start randomly taking damage in small amounts, then in larger quantities, and eventually an overpowered, under-cooled system could damage itself to the point where reactor blocks destroy themselves. Setting the damage point above a calculated level will allow for smaller ships to be constructed without bulking them out, as a small power system should self-cool. Once you reach the larger levels of power generation for bigger ships, you should have a comparably huge cooling system installed to keep the reactors from burning out. It is one more thing to add to the complexity of shipbuilding, but it has three (and a half) points of interest:
- Adds realistic, flexible limits to power systems that can have restrictions, allowing expansions of design and power capability without requiring docked generators.
- Loosen the hard cap on a single ship build, as long as one provides the appropriate support. This could lead to very little change in the raw design of larger ships, as many of them have filler blocks or less-than-meticulously-optimized designs in their systems, so fitting a coolant system inside your vessel without changing its appearance or layout shouldn't be too hard.
- Loosening that hard cap comes with a price: system vulnerability. If you manage to sufficiently damage a coolant system to the point it cannot cope with the heat generation, the afflicted ship would start losing power as reactor modules burnt out. This can become a critical weak point if not accounted for, as the coolant system requires power to stabilize the power system it is cooling, but if the power system overheats and begins breaking down past the point where it can support the coolant system, then the coolant system will shut down entirely, and the heat build up will grow unchecked, and at that point a system could completely burn itself out... leading to the condition currently labelled as OVERHEATING... Ha! See, it works with the game mechanics! Additionally, EMP weapons gain new strength, because if you manage to shut down power long enough on a large ship, the ship could damage itself through overheating. Again, this has a variable viability based on the design of the ship's systems, and whether your design is threatened by a temporary power loss.
- This provides an option addition of a new weapon-damage type: Temperature, wherein existing weapons (Perhaps beam, or pulse?) or a new weapon type could cause heat build-up to cripple a ship. But honestly I leave that topic for another thread to avoid derailing. Just an optional thought.
- Weapon support -- A coolant system slaved to a weapon system should increase its energy efficiency, instead of damage, speed, or range. Slaving a coolant system to a weapon computer would reduce the power cost to fire to a limited effect, perhaps 20-30%, with diminishing effect vs. size. The calculations on this would have to be figured out in order to make this option work, as you would want the coolant system's benefit to outweigh the addition of a slaved system to the weapon, at least to that reasonably approachable point. The balance of this usage would be the taking up of the slaved effect slot of the weapon. You could make a very efficient artillery cannon that does not need as huge a power system, but you would have to forego the Ion, Punch or Overdrive support for the cannon that you might normally have used. Effectively, it should be used to shrink the blocks, energy, and mass required to use the weapon installed, allowing better weapons on smaller ships at the cost of the versatility of other effect subsystems. Like power system support, this functionality will find better use in ships as they grow larger. On a tiny fighter it would probably not be worth the effort for the block/mass cost.
- Environmental effect management -- This is a smaller point, but an un-slaved coolant system could also provide resistance to the damage inflicted by solar proximity.
- Jump drive support -- Another minor idea: Linking a coolant system to a jump drive could work in the same fashion as weapon support; It would decrease the energy cost for the drive with about the same ratio of effect.
- Cloaking support -- If you've played Mass Effect, you can see what I'm getting at here... A cooling system linked to a cloaking computer could extend the duration of the cloak. Like power systems, this could unlock the ruthless power requirements of cloaking while still provide a reasonable limitation on it, which naturally should still be prohibitive, but now more flexible at the cost of adding another system to your ship design. Coming out of a cooled cloaking effect could cause your ship indicator to flash for a few seconds on other people's radar, indicating the heat-exhaust resulting from the cloaking effect, and actually making you more visible on radar for at least a couple of seconds. Another smaller idea.
- Manufacturing support -- One more smaller idea: linking a cooling system to a factory could speed its production rate, but I think this idea would probably be redundant with the quantity increases provided by factory enhancers. Just throwing it out there.
Whaddaya think? I have no idea how the equations to calculate this would work out, but I had to get the concept out there. Have I qualified as a blithering numbskull yet?