"Transferring power from non-critical systems to hull regeneration."
Hull regeneration/repair has been a feature of sci-fi for quite some time. Though not as popular an idea as shields, examples of hull regeneration can be found in Star Wars, Star Trek, EVE, Stargate, and a host of other movies, books, shows, and games.
Starmade is a Sandbox game. It is a game where players can choose how they want to play by mix and matching systems to build the ship they want to build. Right now, it fails in this regard relating to defensive systems. Shields are by far the best way to defend your ship compared to armor. They constantly prevent your ship from taking damage solely at the cost of power. Against this, a ship relying on a thick hull/armor to protect its vital systems has no way to soak up damage over time without needing to go to a shipyard for repairs.
My solution to this? Hull regeneration. Feel free to rip apart my current idea all you want, I want more input on this.
MY IDEA:
-Add 2 blocks. A Hull Regeneration Computer and a Hull Regeneration Module.
-To enable hull regeneration, the player must put a design/blueprint of their ship into the Hull Regeneration Computer to give the system a base to work off of.
-Then, as the ship loses hull blocks, the Hull Regeneration Computer compares the loaded design to what the ship has currently. Obviously this could cause some lag, doing this kind of block check, but lag could be reduced by putting the activation of the comparison on moderate timer, possibly increased/decreased based on the number of Hull Regeneration Modules.
-The Hull Regeneration Computer is linked to a storage block containing whatever armor blocks you need for your ship.
-Upon detecting that hull blocks are missing, the Hull Regeneration Computer grabs the necessary blocks from the linked storage module and begins replacing the destroyed sections of hull. Again, the rate of replacement could be raised/lowered by the number of Hull Regeneration Modules.
-This would still likely not be as attractive a solution as shields to many people, because whereas shields only consume power, a hull regeneration system would consume both power and physical resources, but it would at least become a reasonably viable option.
-Lastly, to make it so that shielded ships cannot simply install a hull-regeneration system on their ship (sorry Criss, no combined hull regen and shield regen like EVE), it could be made so that Hull Regeneration and Shields cannot coexist on the same entity, or that only one could be active at a time.
THOUGHTS?
Give input! Rip my ideas apart and give your own! I want some good discussion/debate here.