The (generic) array computer (AC) would be able to have _any_ weapon block type slaved, but only if all are from the same type.
If you have -for example- selected cannons, the AC would appear as "Array Computer: Cannons" in the weapon menu
The block display would change to that of correct texture from our current WeaponComputers (( like on/off a logic block changes images ))
-OR-
It will change the id of adjacent Deco-computers to have them provide the correct texture and indicate the current selection type (( maybe similar to area-trigger-controller which activates a nearby activation-block ))
The AC can have 2 slaved ACs: 1 weapon and 1 effect, but with salvage beams the second slot is useless/disabled as now.
You can slave more than one arrays to 1 AC but there will be huge penalties for it (25-50% more power consumption for example)
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You also have a Switch Computer (SC) - possibly with individual names.
The SC can forward a fire-signal to slaved ones in 2 or 3 different ways:
The advantages (what you probably want to hear):
- AC -> cannon1, cannon2 = ok
- AC -> shift-connect: cannon1 = connect all adjacent cannons with different or no master (as currently)
- AC -> cannon1, beam1 = Error "A Beam is not a Cannon. Please remove all slaved Cannon blocks first!"
If you have -for example- selected cannons, the AC would appear as "Array Computer: Cannons" in the weapon menu
The block display would change to that of correct texture from our current WeaponComputers (( like on/off a logic block changes images ))
-OR-
It will change the id of adjacent Deco-computers to have them provide the correct texture and indicate the current selection type (( maybe similar to area-trigger-controller which activates a nearby activation-block ))
The AC can have 2 slaved ACs: 1 weapon and 1 effect, but with salvage beams the second slot is useless/disabled as now.
You can slave more than one arrays to 1 AC but there will be huge penalties for it (25-50% more power consumption for example)
---
You also have a Switch Computer (SC) - possibly with individual names.
The SC can forward a fire-signal to slaved ones in 2 or 3 different ways:
- fire all at once
- fire( computers[counter] ) && ((counter = (counter+1) % computers.length)) < computers.length
- cycle through a list of computers and each time you just fire the current one
- Act as an input for logic gates
The advantages (what you probably want to hear):
- Less computer blocks - A cannon can not change it's physical function (only the cannon shell), but computers are programmable
- A weapon computer with 2 grids uses more power for one shot than 2 different computers, but a switch does not give power penalties for triggering other computers.
- As broken arrays create 1 more slaved to the same AC (not SC), this grid will still use more power. But only after somebody break it.
- You can not use Switches from within your core: nerfs big ships vs small ships through requiring either:
- multiple controllers
- stupid AI
- you to leave your core.
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