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Edit: put most important ideas and examples from the next posts into this one
Since editing original post on page 37 out of 40+ pages of Power System Overhaul Proposal makes no sense, I decided to put it here.
I have read most of pages there, and was surprised by how many people disagree with the need of power system overhaul, so I ll mention some issues of current power and other systems, some of these problems are similar to those, mentioned by schema and Lancake , and some entirely new. Maybe, this issues should be considered not as the huge problems I want to end at all costs, but as things I want to change on my way.
1) Reactors
Shortly, that theoretical reactors must have some major characteristics based on it's design, some of them are - energy production, heat generation, power capacity, efficiency per block(or even per fuel point, i personally like idea of consumable fuel) and safety - and while you want to max them all out(except heat generation ofc) you cannot do that. You can find a balance between, or trend to some characteristics, while sacrificing others, or make an extremely one-sided or two-sided reactors - for example capacity/efficiency-based-reactor for those suicide drones I ll mention below.
Reactor itself is a group, consisting of various block types - such as active, capacity and cooling elements. All of them can interact with their adjacent elements in some way - such as giving bonuses to some characteristics of this reactor group.
Energy, that can be potentially produced by reactor, must exponentially grow with block count of reactor, but ofc real produced power must greatly depend on reactor layout. This will make small amount of big reactors more optimal, than lots of small ones.
2) Cooling system
I like the idea of heat, but instead of restrictive heat boxes and somewhat strange replacement of energy with heat, lets have independent energy and cooling systems. To do so, let other systems generate heat too, for example shield reactors - let them generate heat when absorbing damage. This literally means replacing shield capacity with amount of heat you can store in your cooling system, and shield regen with your cooldown speed. Quality of the shield reactor affects amount of heat generated after a hit taken, or give some special effects. The same can be done for thrusters, cloaking and jamming systems, and so on.
You can handle with heat locally - near your systems, or transfer it ( probably via isolated conduits) to a more efficient central cooling system(or systems, if you have many), you can just store it in some heat capacitors until some limit, or slowly radiate heat into space via radiator blocks. For the sake of not making learning curve too hard, small ships should be satisfied with inherent cooling of those reactors.
So, while power system gives you opportunities to use other ship's systems, cooling system solves the consequences of that usage.
3) Weapon and other systems
In a way how I see cooling and energy system, weapons can't be kept fully unchanged. Current linear dependence of damage on weapon's block count, should be replaced with linear dependence on energy supplied, while block count will increase efficency of used energy, and decrease heat generated.
In detail, weapon groups will be able to request some amount of energy, this amount CAN BE SET BY PLAYER manually or through weapon panel, for example. This value can be changed at any time of your flight. Each shot consumes all supplied energy (supplied <= requested) and deal damage linear to this energy. Block count increases damage per energy point in logarithmic fashion, and asymptotically decreases heat production per energy point to some minimum. The more energy is supplied - the bigger this minimum gets. If block count is constant, heat per energy curve will be exponentilal - so if weapon group's block count is too small for amount of supplied energy, weapon group will generate too many heat and shut down until reboot or even make your ship explode.
Other systems with modules and computer controller, such as Jump-drive and effects, could work in similar fashion.
This is literally Schema's idea of heat generation by systems, but upside-down. Instead of reactor being to small for a weapon group, it is a weapon group that can be too small for supplied energy.
This system mechanics is a key to end 'block count' paradigm without any restrictions. Because of logarithmic curve of damage/block, linear curve of damage/energy and exponentilal curve of heat/energy - damage is mostly a matter of QUALITY of your reactor and cooling systems. Same is true with other systems. This also brings a lot of tactical oppotunities to the game - such as energy distribution (all energy to warp-drive/cannons/shields thing), and, for example, small capacity-based suicide drones, which deals one extremely powerful shot from a small weapon, and then explodes because of exessive amount of heat.
4) Power and heat transfer?
Obviously, energy consuming systems must somehow recieve energy, just as cooling systems must recieve heat. There are two polar solutions of this.
First way, is how Starmade transfers everything now - nohow. Really, there is no transfer, all systems can instantly and through vacuum get energy wherever they are. N. Tesla would be certanly pleased.
Second way - transfer energy, heat, maybe even shields through wires and power zones. Again, small ships can be easly freed from this wiring problems - instead of heat influence area, reactors could have power influence area, aka power zone - zone in which reactor can wirelessly transfer energy to systems. For small ships, reactor will have enough power zone size to deliver energy wirelessly without any complexity. And on big ships, your wiring should be good enough to transfer all requested energy to systems in time.
Problem is - I cant choose which solution is better, while conduits and pipes add more depth to design of all systems and they are major weak points in fights(so you want wire connections to be duplicated), all this wire mess looks like plain overkill - even without wires, all stated problems are nicely solved by ideas in previous parts.
I just felt that I cannot not to mention this final idea, even if i find it wrong in some ways.
So, if you think I am wrong or just missed something, let me know. Any meaningful replies will be appreciated.
Since editing original post on page 37 out of 40+ pages of Power System Overhaul Proposal makes no sense, I decided to put it here.
I have read most of pages there, and was surprised by how many people disagree with the need of power system overhaul, so I ll mention some issues of current power and other systems, some of these problems are similar to those, mentioned by schema and Lancake , and some entirely new. Maybe, this issues should be considered not as the huge problems I want to end at all costs, but as things I want to change on my way.
- 'Block count' paradigm - effectiveness of all current systems depends entirely on their block count, with the exeption of power system and ...scanners. Remember how you place shields, secondary and tertiary weapon modules, jump modules, thrusters, etc. You just place them in any unwanted space you have, because the more blocks - the better system works. As Schema nicely described: The current system makes power and systems purely a game of ratios, which doesn’t offer much complexity and increases the total number of blocks. If we go from 'block count' to 'quality' paradigm, gap in efficiency between ships designed purely for that effectiveness, and ships that designed fisrtly for appearence and then for efficiency - gap between them will decrease. But this gap will always be - because without it terms like 'efficiency' and 'better design' willbe meaningless.
ComplexityDiversity problem - while current weapon system has various things to offer, other systems are purely one-sided in thier mechanics, and the only choice you make during placing thouse - how much of them you need/you can have on your ship and how make it most efficient, in case of power systems. And by placing them you only change values but not the overall behaviour. Diversity always brings some complexity with it, but reverse is not true. I am not looking for realism or extreme complexity, contrariwise, I want to make more ship system designs viable, such as capacity-based ships, without making this systems too hard to build, and with keeping systems simple on small ships.
- Unflexibility problem - currently there is no flexibility in spaceship's characteristics. It's deffence, firepower and maneuverability is constant and depends only on how it was built. Only thing you can do about it now - is to use various docking parts. While it can be said, that unflexibility is hardly a main a problem for a sandbox voxel game, it's a major unused opportunity for starmade. Flexibility of ship systems can bump PvP, as well as any other ways of spaceship usage, to absolutely new level.
- Forsed design choices - I think this problem is misunderstood. It's perfectly ok if game has some designs that are better than others. Because it's how any game works - there will always be more optimal paths, more optimal choices, more optimal tactics. What is not ok - when there is ONE design choice that is better than everything else. We cannot eliminate optimal layout in any way, but we can give more than one optimal choices, each with its own pros and cons.
1) Reactors
Shortly, that theoretical reactors must have some major characteristics based on it's design, some of them are - energy production, heat generation, power capacity, efficiency per block(or even per fuel point, i personally like idea of consumable fuel) and safety - and while you want to max them all out(except heat generation ofc) you cannot do that. You can find a balance between, or trend to some characteristics, while sacrificing others, or make an extremely one-sided or two-sided reactors - for example capacity/efficiency-based-reactor for those suicide drones I ll mention below.
Reactor itself is a group, consisting of various block types - such as active, capacity and cooling elements. All of them can interact with their adjacent elements in some way - such as giving bonuses to some characteristics of this reactor group.
Energy, that can be potentially produced by reactor, must exponentially grow with block count of reactor, but ofc real produced power must greatly depend on reactor layout. This will make small amount of big reactors more optimal, than lots of small ones.
So, yeah, ships with one giant and power-efficient reactor will have extremely high power generation, but heat generation will be MUCH higher, and in order to handle with that heat, that ship must have VERY large cooling system, which will turn it into giant unefficient powder keg.
And if that ship will split its giant reactor into several small ones, yes, it will not need enormously large cooling system, but it will lose all its extreme power efficiency. So, it's like two-step softcap - after some point, increasing the size of reactors even further will be unprofitable, not because of power diminishing returns, but because of exessive heat.
That's the most basic concept, with only three block types, but it can easily developed further. Main idea is simple - every block type recives bonuses with adjacent blocks of the same type, and somehow ineracts with other block types, i.e active elements generate more power and more heat with each adjacent active element, cooling elements work better with each adjacent cooling element, same logic with capacity elements. If active and capacity elements are adjacent - they both recieve bonuses or penalties, if cooling and active elements are adjacent - active elements generate less heat.
That reactor can be placed anywhere and probably have any shape. But its 'adjacent block' mechanics encourages cuboid shapes.
Here are some reactor layout examples with description.
All of them are 6x6x6 and without capacity elements.
First one:
Power generation - high.
Heat generation - noticeable.
Safety - average.
Efficiency(per block and per volume) - high.
Second one:
Power generation - below average.
Heat generation - none.
Safety - very high.
Efficiency(per block and per volume) - low.
Third one:
Power generation - average.
Heat generation - none.
Safety - average.
Efficiency(per block and per volume) - average.
Last one:
Power generation - enough to supply average space station with energy.
Heat generation - enough to burn down average space station immediately.
Safety - none.
Efficiency(per block and per volume) - insanely high.
And if that ship will split its giant reactor into several small ones, yes, it will not need enormously large cooling system, but it will lose all its extreme power efficiency. So, it's like two-step softcap - after some point, increasing the size of reactors even further will be unprofitable, not because of power diminishing returns, but because of exessive heat.
That's the most basic concept, with only three block types, but it can easily developed further. Main idea is simple - every block type recives bonuses with adjacent blocks of the same type, and somehow ineracts with other block types, i.e active elements generate more power and more heat with each adjacent active element, cooling elements work better with each adjacent cooling element, same logic with capacity elements. If active and capacity elements are adjacent - they both recieve bonuses or penalties, if cooling and active elements are adjacent - active elements generate less heat.
That reactor can be placed anywhere and probably have any shape. But its 'adjacent block' mechanics encourages cuboid shapes.
Here are some reactor layout examples with description.
All of them are 6x6x6 and without capacity elements.
First one:
Power generation - high.
Heat generation - noticeable.
Safety - average.
Efficiency(per block and per volume) - high.
Second one:
Power generation - below average.
Heat generation - none.
Safety - very high.
Efficiency(per block and per volume) - low.
Third one:
Power generation - average.
Heat generation - none.
Safety - average.
Efficiency(per block and per volume) - average.
Last one:
Power generation - enough to supply average space station with energy.
Heat generation - enough to burn down average space station immediately.
Safety - none.
Efficiency(per block and per volume) - insanely high.
2) Cooling system
I like the idea of heat, but instead of restrictive heat boxes and somewhat strange replacement of energy with heat, lets have independent energy and cooling systems. To do so, let other systems generate heat too, for example shield reactors - let them generate heat when absorbing damage. This literally means replacing shield capacity with amount of heat you can store in your cooling system, and shield regen with your cooldown speed. Quality of the shield reactor affects amount of heat generated after a hit taken, or give some special effects. The same can be done for thrusters, cloaking and jamming systems, and so on.
You can handle with heat locally - near your systems, or transfer it ( probably via isolated conduits) to a more efficient central cooling system(or systems, if you have many), you can just store it in some heat capacitors until some limit, or slowly radiate heat into space via radiator blocks. For the sake of not making learning curve too hard, small ships should be satisfied with inherent cooling of those reactors.
So, while power system gives you opportunities to use other ship's systems, cooling system solves the consequences of that usage.
As for shield system, I can see two ways how it can work.
First way - as I described before. Shield reactors generate heat proportional to taken damage, so there is no more values like shield capacity and regen. It's only a matter of heat now. Shield reactor layout only affects heat generated and maybe gives some effects to your shields - for example increases efficiency of shields transfered to your turrets and other docked entities.
Second is more classic way. We still have values like shield capacity and regen, their max values and ratio between them depends on reactor layout. The more energy we supply - the closer we get to that max values, but also bigger gets potential heat generation. If ship has full shields, reactor will produce small amounts of heat, but if its shields are damaged and ship is regenerating them - heat production will rise, depending on reactor's shield regen value. Small ships usually trend to shield capacity, so they can be satisfied with reactor's inherent cooling.
Looks like nobody is reading this anyway.
However, here are my thoughts and details of heat/cooling system.
Firstly, It works as natural safeguard for a flexible power system of mine. Very intuitive idea, IMO, the more power you supply to a system - the more heat it produce. If you are unable to handle this heat, i.e you exceeded heat capacity of a ship - BOOM, you lost control of it, or even made your ship explode.
Second its important role - it prevents big ships from being too overpowered. I already described it:
Another important charactristic of both of power reactors and cooling systems is safety.
Safety for a reactor means that when it is damaged it wont produce unnecesary heat.
Safety for a cooling system means that when it is damaged it wont lead to explosion.
So, instead of explosion, destroyed active blocks throw some amount of heat into your cooling system, this amount depends on adjacent blocks(i.e on layout) and overall reactor group characteristics.
Also, consider that destruction of blocks changes your reactor layout.
As for cooling systems, heat capacitors can potentially explode. They have some threshold of heat capacity, after which, if they get damaged, they explode. Safety of your layout increases this threshold and decreases explosion power.
It's not a problem at all for a small ships, since they have no cooling system, or a very small one. For medium and big ships it wont be a great threat, unless they are using highly overcharged weapons or extremely effective but hot reactors.
But for those, who will try to put enormous power-efficent reactor in a rather small ship this will be a nighmare. Since it will be packed to its limits with cooling systems just in order to deal with reactor's extreme heat generation, any shield-down or accidential torpedo will blow that ship into pieces.
Another amusing way to make your ship explode - is to generate such amount of heat, that you cant handle. If you will reach 100% of your heat capacity, all your systems will shut down and you will be forced out of ship core. But if you, crazy bastard, will reach 200% of your heat cap - yep, you will explode.
First way - as I described before. Shield reactors generate heat proportional to taken damage, so there is no more values like shield capacity and regen. It's only a matter of heat now. Shield reactor layout only affects heat generated and maybe gives some effects to your shields - for example increases efficiency of shields transfered to your turrets and other docked entities.
Second is more classic way. We still have values like shield capacity and regen, their max values and ratio between them depends on reactor layout. The more energy we supply - the closer we get to that max values, but also bigger gets potential heat generation. If ship has full shields, reactor will produce small amounts of heat, but if its shields are damaged and ship is regenerating them - heat production will rise, depending on reactor's shield regen value. Small ships usually trend to shield capacity, so they can be satisfied with reactor's inherent cooling.
Looks like nobody is reading this anyway.
However, here are my thoughts and details of heat/cooling system.
No, it does two important things:So, why do we actually need it? Isn't it just another complex mess like wires are?
Firstly, It works as natural safeguard for a flexible power system of mine. Very intuitive idea, IMO, the more power you supply to a system - the more heat it produce. If you are unable to handle this heat, i.e you exceeded heat capacity of a ship - BOOM, you lost control of it, or even made your ship explode.
Second its important role - it prevents big ships from being too overpowered. I already described it:
As for cooling system itself - in the most basic form it needs heat sinks and heat capacitors. And like with power reactors, this two types of blocks could interact with adjacent blocks - for example heat sinks will be efficient only if they are next to heat capacitors. So, if power reactor layout affects its power regen, capacity, heat generation and overall efficiency, then, in case of cooling system, its layout affects its heat capacity, cooldown rate, overall efficiency and maybe power consumption(I'm not sure about this one). However, layout of a cooling system wont affect its stats in such a drastic fashion like power system's layout does.So, yeah, ships with one giant and power-efficient reactor will have extremely high power generation, but heat generation will be MUCH higher, and in order to handle with that heat, that ship must have VERY large cooling system, which will turn it into giant unefficient powder keg.
And if that ship will split its giant reactor into several small ones, yes, it will not need enormously large cooling system, but it will lose all its extreme power efficiency. So, it's like two-step softcap - after some point, increasing the size of reactors even further will be unprofitable, not because of power diminishing returns, but because of exessive heat.
Another important charactristic of both of power reactors and cooling systems is safety.
Safety for a reactor means that when it is damaged it wont produce unnecesary heat.
Safety for a cooling system means that when it is damaged it wont lead to explosion.
Simple, since even very power-effective reactors in my proposal aren't big, and ships are encouraged to have small amount of this reactors or even one, because of this even a small explosion in the reactor group will leave you almost without power. I dont want such lucky shots to be in the game.What? Why do cooling system explode, but not the reactors?
So, instead of explosion, destroyed active blocks throw some amount of heat into your cooling system, this amount depends on adjacent blocks(i.e on layout) and overall reactor group characteristics.
Also, consider that destruction of blocks changes your reactor layout.
As for cooling systems, heat capacitors can potentially explode. They have some threshold of heat capacity, after which, if they get damaged, they explode. Safety of your layout increases this threshold and decreases explosion power.
It's not a problem at all for a small ships, since they have no cooling system, or a very small one. For medium and big ships it wont be a great threat, unless they are using highly overcharged weapons or extremely effective but hot reactors.
But for those, who will try to put enormous power-efficent reactor in a rather small ship this will be a nighmare. Since it will be packed to its limits with cooling systems just in order to deal with reactor's extreme heat generation, any shield-down or accidential torpedo will blow that ship into pieces.
Another amusing way to make your ship explode - is to generate such amount of heat, that you cant handle. If you will reach 100% of your heat capacity, all your systems will shut down and you will be forced out of ship core. But if you, crazy bastard, will reach 200% of your heat cap - yep, you will explode.
3) Weapon and other systems
In a way how I see cooling and energy system, weapons can't be kept fully unchanged. Current linear dependence of damage on weapon's block count, should be replaced with linear dependence on energy supplied, while block count will increase efficency of used energy, and decrease heat generated.
In detail, weapon groups will be able to request some amount of energy, this amount CAN BE SET BY PLAYER manually or through weapon panel, for example. This value can be changed at any time of your flight. Each shot consumes all supplied energy (supplied <= requested) and deal damage linear to this energy. Block count increases damage per energy point in logarithmic fashion, and asymptotically decreases heat production per energy point to some minimum. The more energy is supplied - the bigger this minimum gets. If block count is constant, heat per energy curve will be exponentilal - so if weapon group's block count is too small for amount of supplied energy, weapon group will generate too many heat and shut down until reboot or even make your ship explode.
Other systems with modules and computer controller, such as Jump-drive and effects, could work in similar fashion.
This is literally Schema's idea of heat generation by systems, but upside-down. Instead of reactor being to small for a weapon group, it is a weapon group that can be too small for supplied energy.
This system mechanics is a key to end 'block count' paradigm without any restrictions. Because of logarithmic curve of damage/block, linear curve of damage/energy and exponentilal curve of heat/energy - damage is mostly a matter of QUALITY of your reactor and cooling systems. Same is true with other systems. This also brings a lot of tactical oppotunities to the game - such as energy distribution (all energy to warp-drive/cannons/shields thing), and, for example, small capacity-based suicide drones, which deals one extremely powerful shot from a small weapon, and then explodes because of exessive amount of heat.
Ok. For example we have weapon group of 100 blocks with one second recharge. All values below are for demonstration.
- If we supply to it 1 000 000+ energy, it wont even shoot, but will generate INSANE amounts of heat. This will limit capacity-based suicide ships.
- If we supply from 100 000 to 1 000 000 energy - the weapon will shoot once with very high damage, generate extreme amounts of heat, and shut down for some time or until reboot. Shutdown time goes from 0 sec at 100 000 power, to the max value at 1 000 000 power.
- If we supply from 10 000 to 100 000 energy - there will be no shutdown, damage output is great, but heat generation is still high. So big ships with well-built power and cooling systems could use this overcharged weapons for large amounts of time or even non-stop. And small ships can use such overcharge for single-strike weapons.
- If we supply from 1 to 10 000 energy - weapon will generate amounts of heat manageble for inherent cooling, so small ships can shoot for a long amount of time or non-stop.
4) Power and heat transfer?
Obviously, energy consuming systems must somehow recieve energy, just as cooling systems must recieve heat. There are two polar solutions of this.
First way, is how Starmade transfers everything now - nohow. Really, there is no transfer, all systems can instantly and through vacuum get energy wherever they are. N. Tesla would be certanly pleased.
Second way - transfer energy, heat, maybe even shields through wires and power zones. Again, small ships can be easly freed from this wiring problems - instead of heat influence area, reactors could have power influence area, aka power zone - zone in which reactor can wirelessly transfer energy to systems. For small ships, reactor will have enough power zone size to deliver energy wirelessly without any complexity. And on big ships, your wiring should be good enough to transfer all requested energy to systems in time.
Problem is - I cant choose which solution is better, while conduits and pipes add more depth to design of all systems and they are major weak points in fights(so you want wire connections to be duplicated), all this wire mess looks like plain overkill - even without wires, all stated problems are nicely solved by ideas in previous parts.
I just felt that I cannot not to mention this final idea, even if i find it wrong in some ways.
So, if you think I am wrong or just missed something, let me know. Any meaningful replies will be appreciated.
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