New Energy System

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    frente a las diferencias de opiniones del funcionamiento de los reactores en el juego, he decidido proponer una mezcla más estable a la temática del juego sin sacrificar la experiencia del usuario en el estilo sandbox.


    la propuesta es que uno pueda organizar cómo seria su propio reactor a través de una interfaz de usuario, con la cual el editará el funcionamiento de su reactor, y después podrá replicarlo con un nuevo bloque replicador, el cual copiará su reactor en miles de unidades con la misma interfaz que el usuario designó. después el usuario podrá ubicar los bloques de reactor de la manera de siempre.





    otra de las características de esta propuesta es que también se generara un único bloque por nave, el cual sera el contenedor de los objetos consumible, el cual dará según el tipo de consumible un porcentaje extra de producción total de energía a su nave durante un tiempo determinado


    ejemplo: si su nave produce 100.000, más el consumible de (15%) = 115.000 durante X tiempo.


    los consumibles deben ser varios, para variar la cantidad de energia que puedan generar, así como también la cantidad de recursos que se usan para generar uno solo de esos consumibles.


    ejemplo: 15%

    25%

    50%

    75%

    100%


    otro consumible seria el consumible tiempo, el cual dará la duración del tiempo durante el cual funcionará el consumible de potencia, este consumible deberá ser colocado junto al consumible potencia al mismo tiempo para que funcionen, y apenas se active el bloque con una señal lógica o directamente se consumen los consumibles potencia y tiempo y empezará su labor.


    este mismo tipo de consumibles pero con otros materiales se pueden usar para los escudos.


    la aplicación de estos “consumibles” dara como resultado, la mejora de la potencia energética asi como tambien su limitación a la adquisición de los recursos y con un tiempo limitado, obligando a los usuarios a buscar y comprar recursos para adquirir estos recursos, otra de las ventajas es que se mantendrá el mismo sistema anterior, sin cambiar a un generador de energía central propuesto para el juego, y obligar a cambiar la forma y funcionamiento de las naves, y sin comprometer las estructuras de la nave


    otra propuesta que acompaña a esta, seria la modificación al sistema de porcentaje actual de los generadores conectados, la cual se modifica a un porcentaje total de los generadores conectados

    ejemplo: entre 0-99 =+1% de energía

    entre 100-499 =+3% de energía

    entre 500-999 =+5 % de energía

    entre 1000-.... =8% de energía


    eliminando el cálculo de energía en caso de modificación de las conexiones de los reactores o de la destrucción de uno, eliminando la fluctuación de cálculos eliminando un poco de desgaste de fps.

    lo ideal seria que el consumible se pueda intercambiar, vender, regalar, dar, etc.
     
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    MeRobo

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    Can anybody who speaks Spanish (Google Translate tells me this is Spanish) translate this into English? I don't get results I really understand when translating this using Google Translate but it would be nice to understand this so I (and others who can't speak Spanish) can give feedback on this suggestion
     

    Master_Artificer

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    OH I LOVED Industrial Craft's Nuclear reactor system (Y):): Cool:

    Google translate works great, didnt realize it was auto translated until MeRobo.

    Maybe mobile translate is better?
     

    MeRobo

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    Maybe, or that's where not being a native speaker of English makes understanding it harder, however, the translation to English was better than the translation to German

    Edit: Gave it another try, I think I understand it to some degree now.
     

    Edymnion

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    In the face of differences of opinion on the operation of the reactors in the game, I decided to propose a more stable mix to the game theme without sacrificing the user experience In the sandbox style.


    The proposal is that one can organize how his own reactor would be through the user interface, with which he will edit the operation of his reactor, and then can replicate with a new replicator block, which will copy his reactor in thousands of units With the Same interface as the user-designated. Then the user can locate the reactor blocks in the usual way.





    Another of the characteristics of this proposal is that a single block per ship will also be generated, which will be the container of the consumable objects, which will give according to the type of consumable an extra percentage of total production of energy to its ship during A time determined


    Example: if your ship produces 100,000, plus the consumable of (15%) = 115,000 during X time.


    The consumables must be several, to vary the amount of energy they can generate, as well as the amount of resources that are used to generate only one of these consumables.


    Example: 15%

    25%

    Fifty%

    75%

    100%


    Another consumable would be the consumable time, which will give the length of time during which the consumable power will work, this consumable must be placed next to the consumable power at the same time so that they work, and as soon as the block activates with A logical signal or Directly consumes the power and time consumables and start your work.


    This same type of consumables but with other materials can be used for the shields.


    The application of these "consumables" will result in the improvement of energy power as well as its limitation to the acquisition of resources and with a limited time, forcing users to seek and purchase resources to acquire these resources, another The advantages are that the same Previous system will be maintained, without changing to the central energy generator proposed for the game, and forcing to change the form and operation of the ships, and without compromising the structures of the ship


    Another proposal that accompanies this would be the modification to the current percentage system of the connected generators, which is modified to a total percentage of the connected generators

    Example: between 0-99 = + 1% energy

    Between 100-499 = + 3% energy

    Between 500-999 = + 5% energy

    Between 1000 -.... = 8% energy


    Eliminating the calculation of energy in case of modification of the connections of the reactors or of the destruction of one, eliminating the fluctuation of calculations eliminating a little wear of fps.

    Ideally the consumable can be exchanged, sold, given away, given, etc.
    English, as translated by my browser plugin.