This inspired me to come up with an entirely new and rather interesting mechanic for reactors.
[doublepost=1513192981,1513192924][/doublepost]Lecic , look! Mechanics that actually DO something and don't seem artificial!
[doublepost=1513193559][/doublepost]An additional idea, similar to this: The Merits of Small, Cuboid Exclusion zones around systems
Putting systems up against other groups of systems causes them to generate extra heat when they consume power. (You can put them against hull/deco without penalty.)
This is a quality-of-life improvement. It's easier to work on ships when you have a gap so you can see what goes where. This mechanic removes the functional disadvantage of such a gap and makes things easier on ship builders. In other words, this exists solely to make ships easier to work on.
I put this in bullet point format to make it quick and easy to read. It would be a heavy read in paragraph form.Rename stabilizers to heat sinks
Require 1 heat sink per reactor block.
What counts is the distance between heat-sink group to heat-sink group.
One heat-sink group may only contribute to X, Y or Z distance and it is additive (see below for details).
These heat-sinks could also be required for thruster blocks or other system blocks - dunno it's just a thought.
Finally, those heat-sinks need to be connected via conduits and be placed far enough away from the system they cool.
The xyz delta defines whether they belong to x, y or z, whatever the longest. EDIT: and + or - xyz
Optionally: Require x hull/armour blocks per system block.
- Replacement for stabilizer mechanic:
- Reactors generate heat depending on how much power is produced.
- Heat sinks allow you to soak up more heat before overheating, and also dissipate heat.
- The farther heat sinks are from the reactor and each other, the faster they cool. Larger groups and close-together groups provide less cooling, but provide the same amount of capacity.
- Heat sinks are connected by conduits so they can't be built as islands. Destroying conduits reduces cooling speed (but not heat capacity) of the connected group linearly with number of blocks destroyed. This is a tradeoff between efficiency and defense.
- Replacement for reactor HP - goes well with the above.
- Reactor heat becomes an indication of how close to dying you are. You can overheat yourself, or be overheated by damage.
- Destroying system blocks adds heat, and lots of it. As a result, alpha damage is strong against fast cooling. Sustained damage is strong against high heat capacity.
- EDIT: Destroying reactor blocks adds a tremendous amount of heat. It's like a headshot in first person shooters.
- Hull, armor, and system blocks add some additional capacity, but no cooling. (If you wanted to get complicated, maybe hull could provide cooling if connected via conduits. This wouldn't be very efficient as hull is usually one huge group. We can discuss balance implications.)
- Ships become dead in the water when the reactor overheats. Random explosions occur during this time depending on how far over the limit heat is. Heat will increase if additional systems are destroyed, and decrease if the ship is shot with an astrotech or salvage beam (the latter just helps you get more salvage). If heat is brought down sufficiently, explosions will stop and the ship can be rebooted to restore control.
[doublepost=1513192981,1513192924][/doublepost]Lecic , look! Mechanics that actually DO something and don't seem artificial!
[doublepost=1513193559][/doublepost]An additional idea, similar to this: The Merits of Small, Cuboid Exclusion zones around systems
Putting systems up against other groups of systems causes them to generate extra heat when they consume power. (You can put them against hull/deco without penalty.)
This is a quality-of-life improvement. It's easier to work on ships when you have a gap so you can see what goes where. This mechanic removes the functional disadvantage of such a gap and makes things easier on ship builders. In other words, this exists solely to make ships easier to work on.
Last edited: