Currently, a one of the causes of lag with large ships seems to be from docked reactors- they cause beam lag, lag from numerous entities, and collision lag due to usually being within the boxdim of a ship, and cause horrendous lag if internal generators get undocked.
I suggest a fuel system to replace these. Fuel would be refined from water, or directly harvested from gas giants, if those are ever added. Fuel itself does nothing. To use it, you need to create fuel cells. Fuel cells could either be created full (fuel + some metal mesh or something like that), or created empty and filled with an empty fuel cell + fuel.
To use the fuel cells, you link them to a fuel powered generator. This generator produces a large amount of power (600k e/s, perhaps), but drains fuel from fuel cells linked to it. All fuel cells (empty or otherwise) in a group must be touching, and at least one must touch the generator. Multiple fuel groups cannot touch, so you'll need to separate them or their generators would not work. These generators would have a hotkey to activate or deactivate. While inactive, they produce no power and drain no fuel. While active, they produce 600k e/s each, and turn random fuel cells within the group they're linked to to empty fuel cells.
This leads to a new design choice- you can make a few well fueled generators for less power but for a long time, or you can make a lot of generators with small fuel reserves for a ton of power for a short length of time. Perhaps generators could also be activated with logic, allowing for large amounts of power to be produced in an emergency.
Empty fuel cells could be refilled by a shipyard, allowing for a quick and easy fuel refill process.
This suggestion, would, of course, require the inability for power supply beams/power drain beams to hit the ship they're docked to/hit things docked to them. Otherwise, people would continue to use docked generators.
I feel this suggestion would fix two of the big issues this game currently has- docked generator lag, and a lack of maintenance cost for larger ships.
I suggest a fuel system to replace these. Fuel would be refined from water, or directly harvested from gas giants, if those are ever added. Fuel itself does nothing. To use it, you need to create fuel cells. Fuel cells could either be created full (fuel + some metal mesh or something like that), or created empty and filled with an empty fuel cell + fuel.
To use the fuel cells, you link them to a fuel powered generator. This generator produces a large amount of power (600k e/s, perhaps), but drains fuel from fuel cells linked to it. All fuel cells (empty or otherwise) in a group must be touching, and at least one must touch the generator. Multiple fuel groups cannot touch, so you'll need to separate them or their generators would not work. These generators would have a hotkey to activate or deactivate. While inactive, they produce no power and drain no fuel. While active, they produce 600k e/s each, and turn random fuel cells within the group they're linked to to empty fuel cells.
This leads to a new design choice- you can make a few well fueled generators for less power but for a long time, or you can make a lot of generators with small fuel reserves for a ton of power for a short length of time. Perhaps generators could also be activated with logic, allowing for large amounts of power to be produced in an emergency.
Empty fuel cells could be refilled by a shipyard, allowing for a quick and easy fuel refill process.
This suggestion, would, of course, require the inability for power supply beams/power drain beams to hit the ship they're docked to/hit things docked to them. Otherwise, people would continue to use docked generators.
I feel this suggestion would fix two of the big issues this game currently has- docked generator lag, and a lack of maintenance cost for larger ships.