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Power 1.0 already achieved this, and so does power 2.0. Any ship of a given finite size has a limit in what capability you can give it.The goal that it comes close to fulfilling is to have a ship of a given size be limited in what capability you can fit in it.
Spaghetti meta was already favoured by power 1.0.It's really only defeated because the optimal build still is a bunch of strands of systems with tons of empty space; and so while it prevents super-dense system'd-up ships, it ends up favoring ships that are just spaced-out systems.
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Very interesting stuff happening with shields in the latest builds, that probably should be in this thread instead of where it's at:
...Okay, I've managed to figure out what it is, and it is not a bug. Here is how it works.
When you place down a group of shield rechargers and some shield capacitors, then have shield rechargers or capacitors selected in your building hotbar, you should see this (if not, relog/restart the game client):
That bubble is your shield radius. No, it is NOT A BUBBLE SHIELD, but it indicates the maximum radius in which the shields from your generator will fill capacitors and protect blocks. Blocks outside that radius will not be shielded. Larger generator groups have a larger radius.
Those pink line things are two arrows, showing that the shield capacitor groups are associated with that shield generator module.
If you try to put a shield generator group in the radius of another group, what you get is this:
This means that the second shield generator is not active. Note how the arrows for the shield capacitors still point towards the first group of shield generators, and not the second. If two or more generators exist inside each other's effect area, only the largest and most powerful one will be active. If the areas overlap but the generators are only within their own bubble, both shielding areas will work, but the larger group seems to take precedence in the overlap area. (Don't quote me on this, as it may not be correct.)
Again, as apparently this is a common misconception, these are not bubble shields. Projectiles travelling into the bubble will not be stopped by the shields until they hit a block inside the radius.
Will this break spaghetti meta?
- Each shield group has its own radius, its own recharge and its own capacity.
- Radius is for the local shield group, there's no total shields anymore (unless you use old system).
- See 1 and 2
- No touching required, just that 2 groups need to be "close" to auto link up. We're probably going to end up changing some of it though but the auto link system seems to be quite good.
- Any block that falls within a shield radius, is shielded. As soon as that particular shield is destroyed or emptied, it starts taking damage. It is possible to have multiple local shields overlap, it's just not allow that the center point of 1 shield sphere is part
- Performance should be just fine although you wouldn't really be allowed to have a huge amount of separate, small/big shields overlapping with each other.