Now, you might be asking yourself, why in the world would we want power reactors and capacitors to behave differently on a base or a ship?
Here's why:
It opens up a new form of gameplay based on FUEL for those players who want fuel-based gameplay. It would change nothing for anybody who doesn't want to use a fuel based system. It could have other uses besides as well. Here's an example of how a server could be set up to utilize this functionality:
1. Power reactors are set to a soft cap of 100,000 e/sec on ships, but 4,000,000 e/sec on a base.
2. Power capacitors are set to keep exponentially increasing on ships well past the normal soft cap, but operate as they do now for bases.
3. Weapons are set to use four times as much energy.
This would make people need to use power transfer beams on a base to fuel up their larger ships. Though smaller ships will still be able to operate well enough while a person is establishing themselves. To add realism, this could be stated that "large power reactors become unstable with movement."
Here's an example of how someone might conduct an attack on a base using this system:
The warships fuel up and move out, and begin the siege on a base. Energy runner ships would then run back and forth between their home base and where the attack is taking place, to supply the warships with power. For longer sieges, a temporary base is created nearby to shorten the distance the supply runners need to go. The fighters would need to not only pay attention to shields, but also their power, and if they get too low, it might be a good idea to jump away, or maybe they have a reserve fuel pod they activate for that extra bit of power they need to finish off the enemy base.
Though I do not think this is a complete solution for people who want fuel based systems in Starmade, it would at least be an easy way to throw a bone to the players who want this kind of gameplay, without changing the base gameplay at all.
Thoughts and suggestions are welcome.
Here's why:
It opens up a new form of gameplay based on FUEL for those players who want fuel-based gameplay. It would change nothing for anybody who doesn't want to use a fuel based system. It could have other uses besides as well. Here's an example of how a server could be set up to utilize this functionality:
1. Power reactors are set to a soft cap of 100,000 e/sec on ships, but 4,000,000 e/sec on a base.
2. Power capacitors are set to keep exponentially increasing on ships well past the normal soft cap, but operate as they do now for bases.
3. Weapons are set to use four times as much energy.
This would make people need to use power transfer beams on a base to fuel up their larger ships. Though smaller ships will still be able to operate well enough while a person is establishing themselves. To add realism, this could be stated that "large power reactors become unstable with movement."
Here's an example of how someone might conduct an attack on a base using this system:
The warships fuel up and move out, and begin the siege on a base. Energy runner ships would then run back and forth between their home base and where the attack is taking place, to supply the warships with power. For longer sieges, a temporary base is created nearby to shorten the distance the supply runners need to go. The fighters would need to not only pay attention to shields, but also their power, and if they get too low, it might be a good idea to jump away, or maybe they have a reserve fuel pod they activate for that extra bit of power they need to finish off the enemy base.
Though I do not think this is a complete solution for people who want fuel based systems in Starmade, it would at least be an easy way to throw a bone to the players who want this kind of gameplay, without changing the base gameplay at all.
Thoughts and suggestions are welcome.
Last edited: