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Some muzak theme while you contemplate your own contribution.
This thread is specifically to Brainstorm the Power system overhaul proposed by schine, and logical steps to the building practice foreseen by such outside the chaos of the main thread. It's also because I don't expect to fully realize my own position is one sitting at one computer.
From my understanding of the new system proposes to replace generation of power with generation of load.
The idea of cooling accumulated heat as a fixed %value would provide one baseline to "balance" builds on.
Another might be basing cooling/sec on the ship's mass value. A high-energy:mass ship would "burn-out" in a short period of time, but be suitably "better" during that time than it's low-energy:mass rival.
Other people have mentioned a "chandelier" effect relatively equivalent to the doomcube observations above. i think we agree the steps to avoid forcing that route lie in boxdim thinking.
Chambers as a concept for Systems seem interesting. I will ASSuME Everything from weapons to scanners is going to get a "chamber" of sorts. I'll also assume those chambers require a physical linkage to a "reactor chamber" to function. Do believe I'll expand on this in a later post (s) as the concept matures.
I wonder if each chamber type will have it's own heat box and value? Allowing "negative heat" auras/boxes from specific "cooling chambers" might be a mechanic to incorporate if this is the case. A high-heat, high DPS&alpha "cannon system chamber" either encased within, or surrounded by "cooling chamber" to deal with it's otherwise atrocious requirements would make sense to me.
Sensors and heat: I've long argued that e/sec should drastically change a ship's detectable range. With heat as a mechanic "shining brightly" would certainly be a logical extension of a high numerical heat.
That's all for now folks.
This thread is specifically to Brainstorm the Power system overhaul proposed by schine, and logical steps to the building practice foreseen by such outside the chaos of the main thread. It's also because I don't expect to fully realize my own position is one sitting at one computer.
Heat
We remove “power regen” and “power capacity” as we know them right now and replace it with only one value you would see on your screen: Heat, 0% to 100%
Anything that previously used power, will now generate heat instead. Depending on your reactor size and how you build it, the heat you accumulate will be manageable...or it won’t be.
If your reactor is too small for the systems you want to use, they generate more heat than usual:
If your reactor is too big, you would not generate extra heat, but you would be wasting power and space due to the new “heat influence area” or “hear boundary” system we will talk about below.
- Reactor has X output depending on reactor core (optimally built reactor)
- Needs Y power depending on systems (weapons, thrust, etc)
- Y - X = deviation
- Heat generated is deviation + defaultMinOfSystem
Heat generation will be available to the player in percent by value. We will also break down for the player, what they can do to improve their reactor.
From my understanding of the new system proposes to replace generation of power with generation of load.
- Functionally, all that happens to your hud is you flip the power bar top/bottom. It starts "empty" and "filling" it is bad.
- this load/heat and generation will rely on a some form of calculation to derive the Capacity.
- Each "reactor core" will work like power capacitors, and will cause "bonus heat generation" to other systems in it's "heat boundary"/bubble. It will REDUCE(?) the heat generated by systems outside/connected that "chamber". Or simply allow it to function at all.
- Each "Cooling block" in the chamber will "reduce the heat bubble" around a reactor-block. OR "move it somewhere else"
- Each {connected?}system on entity will use/create a static amount of load on your "heat" and this amount will magnify if it goes over the capacity value.
The idea of cooling accumulated heat as a fixed %value would provide one baseline to "balance" builds on.
Another might be basing cooling/sec on the ship's mass value. A high-energy:mass ship would "burn-out" in a short period of time, but be suitably "better" during that time than it's low-energy:mass rival.
The "heat bubble" around reactors is intended encourage non-systems space in builds.
Assuming the listed ship is to an arbitrary scale we wish to keep, the first maneuvering min/max(PVP) I came up with was along these lines: I think it would be good to avoid the "doom cube" effect it implies, which happens because of "rotation=boxdim". Tieing maneuvering penalties exclusively to mass and freeing boxdim from the calculations entirely is the only viable solution to doomcubes I can think of.
Extrapolating this into 3D, reactors in the extreme corners of your build with systems in a giant cross in between would likely be optimal. Again, ugly cubes bad, so boxdim must be unteathered to maneuvering.
Assuming armoring and destruction maintains it's current iteration, Rotating the "minmaxed portion" of the image above 90 degrees filling he "heat area" of the reactors with your armor seems like a likely event. if this is not an intended game mechanic "heated armor" should probably suffer a penalty of sorts, such as reuced armor value, or bonus damage taken.
- Maneuvering profile penalty for high-efficiency systems spacing
- Maneuvering profile BONUS for hot/inefficient systems spacing
- Entities without maneuvering profiles, such as stations or planets benefit more from "bloat", ships are constrained
Assuming the listed ship is to an arbitrary scale we wish to keep, the first maneuvering min/max(PVP) I came up with was along these lines: I think it would be good to avoid the "doom cube" effect it implies, which happens because of "rotation=boxdim". Tieing maneuvering penalties exclusively to mass and freeing boxdim from the calculations entirely is the only viable solution to doomcubes I can think of.
Extrapolating this into 3D, reactors in the extreme corners of your build with systems in a giant cross in between would likely be optimal. Again, ugly cubes bad, so boxdim must be unteathered to maneuvering.
Assuming armoring and destruction maintains it's current iteration, Rotating the "minmaxed portion" of the image above 90 degrees filling he "heat area" of the reactors with your armor seems like a likely event. if this is not an intended game mechanic "heated armor" should probably suffer a penalty of sorts, such as reuced armor value, or bonus damage taken.
I wonder if each chamber type will have it's own heat box and value? Allowing "negative heat" auras/boxes from specific "cooling chambers" might be a mechanic to incorporate if this is the case. A high-heat, high DPS&alpha "cannon system chamber" either encased within, or surrounded by "cooling chamber" to deal with it's otherwise atrocious requirements would make sense to me.
Sensors and heat: I've long argued that e/sec should drastically change a ship's detectable range. With heat as a mechanic "shining brightly" would certainly be a logical extension of a high numerical heat.
That's all for now folks.