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- Oct 13, 2013
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I've already made a post with some suggestions for including weapon blocks in the logic system, but in the last few days I had another idea, which is perhaps less ambitious, but even more useful: Power reactor and capacitor blocks, as well as shield regenerator and capacitator blocks, should act as triggers. This would greatly increase the utility of logic blocks in combat, which is something they are currently lacking. Most, but not all, of the practical effects of this that I can imagine rely on the ability to control defensive effects with logic, which I don't think we can currently do (but I'm not 100% sure).
Shield Regenerator:
The Shield-Recharge block (when linked to an activation block) would output OFF when the ship is at 100% shields, and ON when it is at >100% shields. IE, when the regenerators are regenerating power. This would have all kinds of uses, as it would effectively be a "you are in combat" trigger.
Uses (Practical): The most apparent use, to me, would be to hook this up to an Ion system, and maybe Radar Jamming. When you get hit, the ship automatically switches on the shield-hardening. This would free up some control slots on the hotbar, at the expense of losing manual control over the system. Further, these could be used on turrets and other BOBBY AI ships, including pirate ships, which don't currently use defensive effects, to give them ion effects and radar jamming and so on.
Uses (Decorative): Flashing alarm lights, klaxons, automatically closing blast doors, that kind of thing.
Shield Capacitator:
Shield Capacitator blocks would output ON when the ship is at >0% shields, and OFF when the ship is at 0% shields. This would be a "shields down!" trigger, with multiple potential uses.
Uses (Practical): You could have the ion effect automatically switch off when the shields ran out, instead switching on hull hardening effects. Also, blast doors could automatically close to protect key systems.
Uses (Decorative): Basically, more flashing alarm lights. Probably red. Probably spelling out "PANIC."
Power Capacitor:
The Power Capacitator blocks (when linked to an activation block) would output OFF when the ship is at 0% power, and ON when the ship is at >0% power.
Uses (Practical): When the ship hits 0% power, it automatically shuts off all support systems and radar jamming and the like. Generally this is a good idea, because you want the power to charge back up. However, on some ships, this can be a critical vulnerability. With this logic linkage, you could hook up (maybe after a brief delay, using delay blocks) your support systems to switch back on after power runs out.
Uses (Decorative): A player could do a few cool things, like have the lights automatically switch off, when the power runs out.
Power Reactor:
The Power Reactor Module (when linked to an activation block) would output OFF when the ship is at 100% power (or maybe >99% power or so, to avoid minor rounding/fluctuation issues) and ON when it is at less than this. The fluff justification would be that the reactors are outputting 'ON' when they are functioning (ie, topping off the power tanks).
Uses: Well, I can't really think of any, but I'm sure there are some. Mostly, this is included for completion's sake.
Shield Regenerator:
The Shield-Recharge block (when linked to an activation block) would output OFF when the ship is at 100% shields, and ON when it is at >100% shields. IE, when the regenerators are regenerating power. This would have all kinds of uses, as it would effectively be a "you are in combat" trigger.
Uses (Practical): The most apparent use, to me, would be to hook this up to an Ion system, and maybe Radar Jamming. When you get hit, the ship automatically switches on the shield-hardening. This would free up some control slots on the hotbar, at the expense of losing manual control over the system. Further, these could be used on turrets and other BOBBY AI ships, including pirate ships, which don't currently use defensive effects, to give them ion effects and radar jamming and so on.
Uses (Decorative): Flashing alarm lights, klaxons, automatically closing blast doors, that kind of thing.
Shield Capacitator:
Shield Capacitator blocks would output ON when the ship is at >0% shields, and OFF when the ship is at 0% shields. This would be a "shields down!" trigger, with multiple potential uses.
Uses (Practical): You could have the ion effect automatically switch off when the shields ran out, instead switching on hull hardening effects. Also, blast doors could automatically close to protect key systems.
Uses (Decorative): Basically, more flashing alarm lights. Probably red. Probably spelling out "PANIC."
Power Capacitor:
The Power Capacitator blocks (when linked to an activation block) would output OFF when the ship is at 0% power, and ON when the ship is at >0% power.
Uses (Practical): When the ship hits 0% power, it automatically shuts off all support systems and radar jamming and the like. Generally this is a good idea, because you want the power to charge back up. However, on some ships, this can be a critical vulnerability. With this logic linkage, you could hook up (maybe after a brief delay, using delay blocks) your support systems to switch back on after power runs out.
Uses (Decorative): A player could do a few cool things, like have the lights automatically switch off, when the power runs out.
Power Reactor:
The Power Reactor Module (when linked to an activation block) would output OFF when the ship is at 100% power (or maybe >99% power or so, to avoid minor rounding/fluctuation issues) and ON when it is at less than this. The fluff justification would be that the reactors are outputting 'ON' when they are functioning (ie, topping off the power tanks).
Uses: Well, I can't really think of any, but I'm sure there are some. Mostly, this is included for completion's sake.