More realism

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    • Legacy Citizen
    Hello!

    Here, I'll write some ideas at the expense of realism in the game.

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    Thanks to everyone who creates and develops this great game!
    Immediately I apologize for my English, because I write through

    electronic translator.


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    Obsolescence cubes.

    I really wanted to see in the game obsolescence of cubes, of which

    It is a ship or station. For the convenience of calculations can be cubes

    split into groups already in the construction automatically

    membership of a particular group.

    Aging may depend on two factors: the time of aging

    and obsolescence of use. In the game, these values are applied

    each other, which can give a more realistic result.

    Engines. As the aging engines lose their

    efficiency. In most aging efficacy endpoint

    engines drops to 1 percent of the initial strength. Critical

    failure outputting engines completely out of order.

    Armor will lose its protective properties over time.

    The weakening of the armor will be easy to break. But here I am not talking

    on each block of the ship alone, and about a group of blocks,

    united by the common property automatically when building

    (a group of cubes of armor).

    Doors. You can add the probability of not opening the door, if it

    very "old" (the door gets jammed - it appears appropriate

    message on the screen). Also, the door can be easily destroyed if

    She is very old and has not been repaired.

    Computers. Enter the probability of error and failure in computers

    ship. The older computer - the greater the chance of error.

    You can also enter the probability of a complete reboot of computers

    the ship that will take some time. This will not give

    full and effective use of weapons systems

    ships that were laid up for a long time. The bonus can be entered

    a very rare chance of a fatal error, and the total yield of

    building computers ship beyond repair, but only with

    the possibility of complete replacement. Such a failure may occur at a very

    old computers, age reduces their effectiveness to 1

    percent of the nominal value.

    Shields. Failures in computers, the ability to complete failure

    replacement and probability of blackout panels. It is calculated from

    performance parameter, which is reduced from the use and

    old age group cubes.

    Reactors. Power supply failures. Reduced generation efficiency with

    over time. And a critical failure, which is totally and

    permanently disable a group of cubes reactors (only possible replacement

    new reactors).

    Warp - engine.
    1. The probability of failure.
    2. The probability of inadvertent operation (rarely when

    warp engine is worn out)
    3. The probability of a complete failure.

    _____

    Just would like to see the properties of cubes could return

    Group cubes or repair or replacement of group of cubes.

    Thanks to all!

    =====

    Another idea obsolescence cubes.

    Older units can be taken into inventory. But the older group from which the cube is taken, the less likely to pick up defective cube itself in your inventory, and more likely to pick up trash.

    After repairing group of cubes to 100% chance to pick up the trash instead of the cube is reduced to almost zero, but it is present.

    The larger the group of cubes and the more it is worn out, the longer it takes to fix it, and the more powerful the beam to repair this need.

    I would like to add to the mechanics of the need to repair the presence of certain resources for repair. To find out it would help the special manual or ship the scanner.
     

    NeonSturm

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    Fail suggestion :D

    I don't like probabilities much. But something that encourages redundant primary systems would be nice tough.
     

    Jaaskinal

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    Do you want people to just be constantly spawning BP's rather than docking ships? Because this is how you encourage people to spawn BP's over keeping ships.
     
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    This system is to give the realism of the game. Initially very slow aging, permanently repair the ships do not need. But aging is accelerated by the use of a ship or station. If the ship station or used continuously, it accelerates the overall process of aging.

    For example, a ship that is laid motionless just need to be fully repaired every 3440 hours (performance parameter groups of cubes is reduced to 1 per cent over the 3440 hours). But if the ship were established new groups of cubes, while these groups are counted individually (each group has its own individual cubes timer).

    And if the ship is used, its deterioration is accelerated, that is, setting the effectiveness decreases faster (up to 2 times faster).
    [DOUBLEPOST=1451560960,1451560336][/DOUBLEPOST]And here's another idea.

    Why not make a lamp from the volatile reactors ship?

    That is, the lamp will consume power reactors. And so they shine, they will need a certain amount of energy.

    If you put a lamp on a ship without a reactor, they'll just shut down and turn them would be impossible. But if the reactors on the ship there, the lamps can be switched on and off. Turn off the lamp does not consume energy.

    If too many lamps and reactors can not cope with energy security, then simply turn off the lamp.

    ___

    It would be a good compatibility with the system obsolescence. If the reactors are very old, then their effectiveness will be 1 percent, then they will not be able to provide as much light as before and the lamps are turned off. :)
    [DOUBLEPOST=1451561151][/DOUBLEPOST]__
    Imagine how cool it was to walk through the abandoned ship on which long ago broke down the reactors? This is a real horror. Dark corridors, defective mechanisms jammed door ...

    And it makes it very difficult and expensive for the seizure of abandoned ships.
    [DOUBLEPOST=1451561758][/DOUBLEPOST]There is also the idea of the so-called breeding grounds for hostile mobs. Nursery can be found on the planet or asteroid. If it is inadvertently installed on a ship, then around him will spawn hostile mobs. Nursery can pick up and put in your inventory. This can be useful to make a trap for ships players. The ships are full of breeding grounds and plenty of hostile mobs.
     
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    You can also make the aging process a non-linear - it is gradually slowing down, on the basis of a formula. In this case, to the effectiveness of units dropped to 1 percent - need a lot of time
     

    NeonSturm

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    fully repaired every 3440 hours
    3440 hours ~ 140 days ~ 1/3 year.
    Lex 3000
    Joined: May 9, 2013
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    Assuming you don't fly ships <50% efficiency, it's still 2 months repair at least. (I also hope you do NOT mean full repair after a fixed time, maybe in battle).

    It should decay not more than 23:1 times faster than it's used up (1 hour a day of use).