New proposal commentary and possible solution

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    This post is the result of all the brainstorming and discussions that I've had since the power proposal dropped. I've slowly mulled over ideas and feelings on the possible new system. I put this together to prompt discussion and provide my own personal version of a new power system. I'll start by going over the Schema's proposal first and sharing my thoughts on each point. Then I'll lay out ideas that I think would be helpful to the proposal. If you don't feel like reading throught the power proposal again, just skip to the second section. Let's get started.

    Forced design choices


    Filling your entire ship with systems is the most optimal way to make a ship. Making any interior or extra decoration creates weaknesses on your ship. It also favours one ship shape over another, in order to fill it with as many systems as possible; Doom cubes.

    More systems and power means a better ship, and there is no incentive or mechanic that would ever make a pretty ship with interior as good as one filled with systems.
    If this is considered the real problem then that is a problem in and of itself. This is a common misconception that a lot of players seem to have. Doom cubes and other simple designs more often than not are inferior to well designed ships. Turrets, weapons, armor, and more all need to be designed a certain way to perform in a certain way. There still are lot of ships filled to the brim with systems to make them better, but by no means does more systems = better.

    Lack of complexity



    The current system makes power and systems purely a game of ratios, which doesn’t offer much complexity and increases the total number of blocks.
    I totally agree with this point. I think that the current system of adding and removing blocks to tune stats is tedious. It basically just amounts to moving a slider. This doesn't apply to all systems but most.

    Too many blocks involved



    The current system makes power and systems purely a game of ratios, which doesn’t offer much complexity and only gets worse with a higher total block count. Also, the volume to surface area does not scale favorably for balance, and there is no incentive not to fill up a ship with systems. The larger your ship, the more volume you usually have compared to your surface area.
    I am definitely tired of stuffing blocks into my ship like a coldcuts on a sub. I actually build little areas to see what blocks I have on most ships. I like to tune the stats of my ship, but digging through blocks and menus to see what I have is tiresome. Anything to make building systems more enjoyable is incredibly welcome.

    Focused on regen



    Currently you will always care more about power regen than capacity, mostly because it’s scaled that way. In almost every case, you want to equalize your power regen with your total consumption during combat. Your capacity would be increased to have a small reserve that equals this consumption so that you can use all your systems at once and regen the power within a few seconds.
    I agree that this is a problem but I disagree with the cause. I would not say the power system is the main problem here. I would point to the way most systems use power. Most systems have a constant drain. This means to effectively use them you need to have a constant supply of power. The power system does aggravate the problem with the small power pool compared to regen. Both these factors combined make it so there is no point in having capacity unless you want a boatload of alpha-strike missiles or other weapons. I think what would help the problem in heaps is to have more systems drain power all at once instead most being regen based.

    For this section I will go through Schema's proposed solution and provide commentary. I think it is important that we established what has been said and not said. Let's look at what's on the table.

    To get rid of the aforementioned problems, we need to turn the entire power system upside down. This will break most if not all current ships but to us, it’s a necessary step to continue on game mechanics without always having to find workarounds.


    As redoing the systems now will be easier, yet more complex, we hope you will find it a refreshing and fun building process. Additional build tools will speed up that process where you refurbish any of your ships.

    A short summation of what we’ll do:

    • Systems (weapons, thrust, power, etc) will take a considerably smaller amount of space on your ship. This could be ranging from 5% (large ships) to 50% (small ships) of your total block count. The way we will achieve this is described in the section below.
    • Due to systems being a lot smaller, there will be a lot more empty space the larger a ship gets. The player is free to leave it empty, or put in decoration and interior at a very low cost to mass.
    • We will also offer a block to serve as an “inner hull”, which will be a low mass, low HP block. You could use it to fill empty areas in your ship, or replace it with real interiors without making the ship weaker by doing that.
    • Normal hull (armor) will add enough mass so it would not be viable to fill your ships with it.
    • Making sure that most systems are usually clustered together and not spread out all over the ship in small amounts. This makes defending specific areas of your ship more important and could be incentive to add more inner armor to those locations.
    • As the amount of blocks involved is a lot less than before, we can add extra mechanics to the placement of system blocks. That will introduce complexity on a small scale since every block you place is equally important.
    • Provide context based information to the player and add “logical” mechanics to a ship to make it easier for players to get started. Also keeping the new system easy to use for small ships.
    • Change armor so that it scales accordingly for weaker and larger ships, without adding extra thickness to your ship.
    • Weapons will also be adjusted although that’s for another thread.
    It is important to note that in this proposal there is more then just power being discussed. It is a whole revamp of almost all blocks that effect system stats. Obviously the power system is at the heart of everything so this is a natural starting place. I think it is a good idea to create a new system from the ground up that has all the benefits of the old system, but with no new major problems.

    The new power system is of a modular design. Depending on your reactor size, you’ll have 1 or more components that influence the final result and define your ship’s capability:




    • Reactor core:

    • Reactor chamber types:
      • Reactor rod system that requires built-in coolant

      • Heat shielding

      • Coolant Tanks

      • ...
    • Conduits to connect the chambers



    The reactor core (a relatively small cluster of blocks) defines it output. The bigger your reactor is, the more complex it will get. This means you will have to add and connect additional chambers to your reactor at certain points to keep it from producing additional heat. When considering new players, this ensures that building power for a very small ship is still easy. It’s complexity grows with ship size, so the learning curve for players will not get too steep.
    This part seems very open ended to me. There will be multiple parts but those have yet to be fully defined. I'm sure once the mechanics are set then we'll know exactly what blocks are needed.

    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:

    • 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
    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.

    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.
    I don't see a point in changing heat into power. If they are functionally the same there seems no reason to change it. We already see a percentage for power so this would simplify nothing. This seems like it would hide more of the mechanics from the player.

    Cooldown

    Heat cooldown will be constant and independent of how big your reactor is. What changes is the speed in which a ship accumulates heat depending on how optimal their reactor is built. Accumulating too much heat will affect your systems, and if you keep pushing to the limit, systems would even shut down completely. We could introduce all sorts of ways to have Heat influence your ship, or even have Stars influence your Heat if that would be a nice addition.

    With this system, detach the system from large numbers since your Heat levels will always be between 0% and 100% and your heat dissipation will be a % per second.

    You are not limited to only one reactor core on your ship though, you can put down more of them but the heat generated by your systems would be increased per additional reactor. Putting additional reactors down will ensure that you have backups running if one or more reactors get damaged or destroyed during battle so it’s a nice balance between efficiency and sustainability that you can define.
    So it seems that cooling would replace energy regen. If you can cool as fast as you are heating then your reactor is “stable”. It also is implied here that multiple reactors would not work together, but rather work as a system redundancy. Multiple reactors would generate more heat and not be desirable. I would imagine that most PvP ships would only have a single reactor and be the perfect size for that ship. This seems pretty limiting to me and I think would hamper the mechanics.

    Heat Influence Area

    Each reactor core has their own “Heat” influence area or boundary box, which takes the shape of your ship’s dimension box and its size is determined by the reactor core block amount. If this Heat boundary box overlaps with any other system, or another reactor core, extra heat generation penalties are added. This forces you to think twice where to place your reactors and it limits the amount of blocks you can use in your reactors. Your weapons/thrusters/etc cannot be within those heat boxes or you will suffer a large efficiency loss.

    This does create a lot of empty space between your systems, space that can be filled up with something that isn’t systems like interior.

    The designer is of course free to chose if they want to have an interior. We will also offer a“Inner Hull” block which will be cheap, have low mass and no armor, with a few block hp to not directly expose your inner systems on a hull breach.

    Their collective mass would be negligible compared to what your systems and armor add to the ship and they would also not add enough protection to where it’s better to fill up a ship instead of having an interior.

    We will also have some extra build tools to help you out with filling/removing that particular block type.
    This negative space seems highly limiting to me. If most of the inside of your ship is forced to be essentially functionless, that would be highly discouraging to the build process. Unless crew will require a lot of space, then most of the design decisions in this empty space will be pointless. I don't mind a heat area around reactors but I don't think they should take up a majority of the ship.

    Other systems

    Shields could be their own “reactor” with its own chambers etc and we could do something similar to thrusters.

    They could also just be a few chambers that use a Power reactor.

    We’re not sure about that yet though, it doesn’t matter too much as long as those system’s block count is kept small. Both are limited by their Heat generation so we don’t need to do anything besides buffing their values per block and adjusting the heat generation to make them work for now.
    I think building systems in parts is the right move for Starmade right now. Even if the systems take a bit to iron out, I think it will be a highly rewarding experience for all types of builders. To have actual components to systems would make for a very engaging build process. It would make one of the most tedious parts about building possibly one of the most enjoyable.

    Reactor mechanics

    The bigger your reactor gets, the more requirements it will get to keep heat generation to a minimum. This means that you could build a small fighter without having to worry about reactor placement at all. Also, building the iconic core + power + thrust stick will still be possible.

    When you build medium sized ships, not only will the heat influence area already affect the placement of your systems a little, but you will also get more heat generation in general. To keep this heat generation low, you can add an additional chamber to your reactor. And the more core blocks the reactor gets, the more chambers can be added to keep heat generation low.

    The Core and Chambers each have their own local heat area which is only relevant to the reactor design. The size of those areas will be its groups dimensions multiplied by a factor depending on balance. If this box overlaps with other local boxes, you get a rather big efficiency loss. This means each chamber will have to be independent.

    Core


    As this is the base component, its size defines the base statistics/output of your ship. Currently there’s only one block type for it right now so you just end up placing them together as a small group.

    A bigger reactor core group can be connected to other chambers in order to combat growing heat generation, add additional output or achieve a different effect. We haven’t fully decided on the specific types of chambers yet.



    Chamber


    A chamber is essentially an upgrade to your reactor. Each chamber will only be effective at a certain minimum size of reactor. It could combat heat generation, amplify output, redirect that output to another system (shields?) or just be a necessary component to be there or else a Reactor core wouldn’t do anything.
    To keep your reactor optimal, you’ll require more chambers the bigger your reactor core goes. The specifics aren’t fully set in stone of course.

    The base mechanics stay the same however, each chamber type has its own build restrictions and requirements in order to be valid.
    Example: A reactor chamber could be reactor rods, to maximize output for a mid-sized reactor core. It would generate heat, if water is touching them that heat would be less. They have to be in a single group or there would be penalties.

    The total heat versus the total amount of rod blocks determines its efficiency, stability, heat radius, throughput and more… It doesn’t matter too much what we do with this since we can easily change it between updates without messing people up.

    A chamber will orientate on the size of the reactor core. That’s easy to adjust if needed.

    Chamber shape and placement could also be an important factor to keep in mind. A “Thruster” chamber (if we’re going to use that) could be great for rotation when placed near your Center of Mass. And great for a particular thrust direction when placed the furthest away from your Center of Mass on that axis.



    Conduit


    The block you use to connect chambers with other chambers, or connecting them back to the reactor core is done by using Conduits. A single conduit block has a fixed throughput but the longer a line is, the more throughput loss you get.

    You would prefer to have these conduits as short as possible.
    This part of the proposal is pretty vague. I like the overall idea as long as building a reactor doesn't become a set of memorized steps. I would like to be able to customize my reactor not build it like a model kit. Based on how you interpret this explanation it could be either one. I think this alone has contributed to a lot of the controversy in discussions. People have interpreted the fine mechanics different and are arguing the case as they see it. We should keep in mind how vague this proposal has been. It is obviously written this way because the idea itself is open ended. I think we should treat it as such regardless of how finite it sounds.



    My overall feelings on the proposal are mixed. I like that Schine is feeling the need to revamp system mechanics. I have felt the physical placement of systems was a subpar experience. I always have a lot more fun armor up my ship than placing down systems. At the same time there are a few implementations that could potential really limit ship design.



    New Proposed System



    This proposal will give slightly more specific mechanics that I think will solve the same stated problems, even the ones I don't agree with. It uses pretty much the same concepts of heat and building reactors, but I have tried to provide a system of trade offs that will provide interesting decisions. Based on the role of your ship, you will need to design an optimal power system. This changes with size as well, so every ship will have unique power supplies while following distinct patterns.



    Reactors will be built pretty much like in the proposal. You will have a core and then chambers that are grouped to the core. There will be internal heat boundaries between chambers that will result in efficiency loss if touching. Conduits would function as a necessary link between chambers in the core. They function as transfer mechanic and need to be designed efficiently. I like this way of forming systems, as it is true to the word itself. You construct it from pieces instead of each block being a self contained system that repeats as more output/functionality are needed.



    We keep regen and capacity as part of the power system. Regen will come from a chamber of fuel rod blocks or whatever else makes sense. Capacity will come from a capacitor or battery block that will form another chamber. There could be different kinds of block that add to regen and capacity but they are not necessary to the design of the mechanics. Bonuses to these blocks will apply in a similar fashion as they do now. Internal reactor heat boxes will function like the ones proposed, however not nearly as big unless you are not managing your heat properly. This will keep people from stacking two huge max efficiency groups in a single reactor and repeating infinitely. The idea is that the combinations of chambers will change as you design reactors for different sizes and roles.



    Heat is a new mechanic that operates along side power consumption. It will rise when the power used is past what the cooling system can handle. This will based on ratio of total power output versus power being used currently. Basically if you use a lot of your power system at once, heat will spike much faster than if you used the same amount of power over a longer period of time. As heat gets past certain thresholds, systems will become more power inefficient. When the heat is maxed out all active systems stop functioning until heat returns to a stable level.



    I like the heat box around reactors but I think the way it has been presented seems like too much. Nobody will want a reactor that essentially restricts building on a large area of the ship. I think the heat box should work to provide a trade off to high-performance power systems. With cooling methods it should be possible to control and reorient this heat box. The player should chose between high-efficiency systems that put out a lot of heat, or more stable low heat systems.



    There will be three main blocks used to manage heat. Heatsinks will work as mix between a hull block and heat management. Cooling modules would function purely as a system that mitigates heat. Cooling modules would have to be built as part of the reactor, while heatsinks could be placed anywhere. Vents would be a block that you can link to a reactor and it would channel the heatbox to a different area of the ship.



    Cooling modules would work similar to capacitors to eliminate heat. They get a small group bonus to their heat regen but capacity would be flat increases per module. They would use power to function and this power usage would go up on slightly steeper curve than heat regen. Cooling modules are always passively working but could engage in an active mode will intense power consumption. This could be called venting or something similar. A player can trade off the use of active systems to cool down his ship.



    The heatsink is a block that will mitigate heat and function a bit like filler. It will provide a flat increase per block to heat capacity and regen. It would also have the roughly the same protection as basic hull minus any additional armor hp. With only local protection it would be silly to use this block as armor. It is a straightforward block that can function as many things at once in your ship. It would also be a nice bonus if all heat sink blocks got a little heat glow as heat builds up.



    Vents have purely a single function that has diminishing returns as it is used. It would take the small chunk heat box that is around the core that it is linked to and generate it's own heat box instead. With the first few vents linked, it would provide a near 1:1 heat box transfer. After more are added the heat box would remain the same on the vent, but the amount subtracted from the reactor heat box would be less and less.



    I also have a few small suggestions concerning systems in general. I think 2 things could be done to increase the value of capacity. One is to make many systems not drain capacity all at once. Have most of them drain the way beam does. The second is to have more systems in general use large burst of energy, instead of a constant drain. Scanners could use a set sum of power when they are used instead of recharging. Only one example but I feel this would help make capacity more universal and less specialized.



    Another suggestion is that systems are made to function more as a group. Instead of just grouping bonuses, more could be done to make adjacent system blocks function together. If a large chunk of blocks take damage, perhaps they could fail as group. It would similar to the entity wide outage that occur now, except they apply to a group instead of the whole entity. I'm sure there could be many possibilities but I simply wanted to bring up the main idea. With more nuanced grouping mechanics, you could create real reasons for us to space out our systems.


    Well that's it from me. Any of you that took the trouble to read through this whole post, I truly appreciate it. Let me know what you think of my opinions and ideas. I hope we can figure this and get some kickass power mechanics.
     

    nightrune

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    • Schine
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    If this is considered the real problem then that is a problem in and of itself. This is a common misconception that a lot of players seem to have. Doom cubes and other simple designs more often than not are inferior to well designed ships. Turrets, weapons, armor, and more all need to be designed a certain way to perform in a certain way. There still are lot of ships filled to the brim with systems to make them better, but by no means does more systems = better.
    I think someone in the thread pointed out that the maximum potential is likely closer to an octahedral shape. One that maximizes the power generation vs armor, and systems space. I think this is one of the reasons people think that. The way power is currently setup it also encourages gigantic-ism. Granted if you want to build a ship that lasts you make sure there is some redundancy. I don't disagree with schine's dissection of the problem though.

    I totally agree with this point. I think that the current system of adding and removing blocks to tune stats is tedious. It basically just amounts to moving a slider. This doesn't apply to all systems but most.
    Agreed

    I am definitely tired of stuffing blocks into my ship like a coldcuts on a sub. I actually build little areas to see what blocks I have on most ships. I like to tune the stats of my ship, but digging through blocks and menus to see what I have is tiresome. Anything to make building systems more enjoyable is incredibly welcome.
    I want it to feel like its much more useful to specialize. Right now it seems like its too easy to just keep adding systems, but some of the community begs to differ.

    I agree that this is a problem but I disagree with the cause. I would not say the power system is the main problem here. I would point to the way most systems use power. Most systems have a constant drain. This means to effectively use them you need to have a constant supply of power. The power system does aggravate the problem with the small power pool compared to regen. Both these factors combined make it so there is no point in having capacity unless you want a boatload of alpha-strike missiles or other weapons. I think what would help the problem in heaps is to have more systems drain power all at once instead most being regen based.
    This is a decent point actually, and not one I've considered before. Cannons represent a pulse system, and beams a spike, and then other systems do have constant regen. I'm not sure what else to consider but I think for either new mechanic this is something to consider as well.

    It is important to note that in this proposal there is more then just power being discussed. It is a whole revamp of almost all blocks that effect system stats. Obviously the power system is at the heart of everything so this is a natural starting place. I think it is a good idea to create a new system from the ground up that has all the benefits of the old system, but with no new major problems.
    On this point, I think heat is its much easier to imagine it affecting other systems around it. Heat is easier to visualize, and imagine compared to electromagnetic interference. One of my personal views is that heat in general will be easier to integrate with the world as a whole.


    This part seems very open ended to me. There will be multiple parts but those have yet to be fully defined. I'm sure once the mechanics are set then we'll know exactly what blocks are needed.
    I think this was intentional to gauge reactions on what people might want to see. I think what conduits and chambers represent a negative pressure (inward in reference towards the ship) versus the positive pressure (outward from the reactor/ship) that heat creates. I think those problems are essential for making the systems building more interesting without enabling gigantic-ism.


    I don't see a point in changing heat into power. If they are functionally the same there seems no reason to change it. We already see a percentage for power so this would simplify nothing. This seems like it would hide more of the mechanics from the player.
    I think one point for heat is its much easier to imagine it effecting other systems around it. Heat is easier to visualize, and imagine compared to electromagnetic interference.


    So it seems that cooling would replace energy regen. If you can cool as fast as you are heating then your reactor is “stable”. It also is implied here that multiple reactors would not work together, but rather work as a system redundancy. Multiple reactors would generate more heat and not be desirable. I would imagine that most PvP ships would only have a single reactor and be the perfect size for that ship. This seems pretty limiting to me and I think would hamper the mechanics.
    Not necessarily, but in an effort to concentrate systems into clumps I think this is needed. I think multiple reactors is something really needing to be hammered out in this proposal. I definitely think starmade needs to discourage "too many" reactors, but I think it would behoove the game to have multiple ways to accomplish a problem.


    This negative space seems highly limiting to me. If most of the inside of your ship is forced to be essentially functionless, that would be highly discouraging to the build process. Unless crew will require a lot of space, then most of the design decisions in this empty space will be pointless. I don't mind a heat area around reactors but I don't think they should take up a majority of the ship.
    To me this comes back as positive and negative volume pressure. I think you should be forced to choose what actually lives in the heat area. Its a philosophy of mine that no ship should be really good at more then one "thing." If you are good at attacking, then you have awful defense. We have this to some extent but it could be better I think.


    I think building systems in parts is the right move for Starmade right now. Even if the systems take a bit to iron out, I think it will be a highly rewarding experience for all types of builders. To have actual components to systems would make for a very engaging build process. It would make one of the most tedious parts about building possibly one of the most enjoyable.
    I agree. Having them clumped and in discreet areas helps drive gameplay decisions like being able to disable weapons and thrusters without killing the ship, or taking out the transporter or reactor to be able to board.


    This part of the proposal is pretty vague. I like the overall idea as long as building a reactor doesn't become a set of memorized steps. I would like to be able to customize my reactor not build it like a model kit. Based on how you interpret this explanation it could be either one. I think this alone has contributed to a lot of the controversy in discussions. People have interpreted the fine mechanics different and are arguing the case as they see it. We should keep in mind how vague this proposal has been. It is obviously written this way because the idea itself is open ended. I think we should treat it as such regardless of how finite it sounds.
    Agreed


    My overall feelings on the proposal are mixed. I like that Schine is feeling the need to revamp system mechanics. I have felt the physical placement of systems was a subpar experience. I always have a lot more fun armor up my ship than placing down systems. At the same time there are a few implementations that could potential really limit ship design.
    Agreed.

    New Proposed System



    This proposal will give slightly more specific mechanics that I think will solve the same stated problems, even the ones I don't agree with. It uses pretty much the same concepts of heat and building reactors, but I have tried to provide a system of trade offs that will provide interesting decisions. Based on the role of your ship, you will need to design an optimal power system. This changes with size as well, so every ship will have unique power supplies while following distinct patterns.



    Reactors will be built pretty much like in the proposal. You will have a core and then chambers that are grouped to the core. There will be internal heat boundaries between chambers that will result in efficiency loss if touching. Conduits would function as a necessary link between chambers in the core. They function as transfer mechanic and need to be designed efficiently. I like this way of forming systems, as it is true to the word itself. You construct it from pieces instead of each block being a self contained system that repeats as more output/functionality are needed.



    We keep regen and capacity as part of the power system. Regen will come from a chamber of fuel rod blocks or whatever else makes sense. Capacity will come from a capacitor or battery block that will form another chamber. There could be different kinds of block that add to regen and capacity but they are not necessary to the design of the mechanics. Bonuses to these blocks will apply in a similar fashion as they do now. Internal reactor heat boxes will function like the ones proposed, however not nearly as big unless you are not managing your heat properly. This will keep people from stacking two huge max efficiency groups in a single reactor and repeating infinitely. The idea is that the combinations of chambers will change as you design reactors for different sizes and roles.



    Heat is a new mechanic that operates along side power consumption. It will rise when the power used is past what the cooling system can handle. This will based on ratio of total power output versus power being used currently. Basically if you use a lot of your power system at once, heat will spike much faster than if you used the same amount of power over a longer period of time. As heat gets past certain thresholds, systems will become more power inefficient. When the heat is maxed out all active systems stop functioning until heat returns to a stable level.



    I like the heat box around reactors but I think the way it has been presented seems like too much. Nobody will want a reactor that essentially restricts building on a large area of the ship. I think the heat box should work to provide a trade off to high-performance power systems. With cooling methods it should be possible to control and reorient this heat box. The player should chose between high-efficiency systems that put out a lot of heat, or more stable low heat systems.



    There will be three main blocks used to manage heat. Heatsinks will work as mix between a hull block and heat management. Cooling modules would function purely as a system that mitigates heat. Cooling modules would have to be built as part of the reactor, while heatsinks could be placed anywhere. Vents would be a block that you can link to a reactor and it would channel the heatbox to a different area of the ship.



    Cooling modules would work similar to capacitors to eliminate heat. They get a small group bonus to their heat regen but capacity would be flat increases per module. They would use power to function and this power usage would go up on slightly steeper curve than heat regen. Cooling modules are always passively working but could engage in an active mode will intense power consumption. This could be called venting or something similar. A player can trade off the use of active systems to cool down his ship.



    The heatsink is a block that will mitigate heat and function a bit like filler. It will provide a flat increase per block to heat capacity and regen. It would also have the roughly the same protection as basic hull minus any additional armor hp. With only local protection it would be silly to use this block as armor. It is a straightforward block that can function as many things at once in your ship. It would also be a nice bonus if all heat sink blocks got a little heat glow as heat builds up.



    Vents have purely a single function that has diminishing returns as it is used. It would take the small chunk heat box that is around the core that it is linked to and generate it's own heat box instead. With the first few vents linked, it would provide a near 1:1 heat box transfer. After more are added the heat box would remain the same on the vent, but the amount subtracted from the reactor heat box would be less and less.



    I also have a few small suggestions concerning systems in general. I think 2 things could be done to increase the value of capacity. One is to make many systems not drain capacity all at once. Have most of them drain the way beam does. The second is to have more systems in general use large burst of energy, instead of a constant drain. Scanners could use a set sum of power when they are used instead of recharging. Only one example but I feel this would help make capacity more universal and less specialized.



    Another suggestion is that systems are made to function more as a group. Instead of just grouping bonuses, more could be done to make adjacent system blocks function together. If a large chunk of blocks take damage, perhaps they could fail as group. It would similar to the entity wide outage that occur now, except they apply to a group instead of the whole entity. I'm sure there could be many possibilities but I simply wanted to bring up the main idea. With more nuanced grouping mechanics, you could create real reasons for us to space out our systems.


    Well that's it from me. Any of you that took the trouble to read through this whole post, I truly appreciate it. Let me know what you think of my opinions and ideas. I hope we can figure this and get some kickass power mechanics.

    I don't particularly like any system that has both power and heat. Mechwarrior doesn't need it, and I don't think we need to either, but it does need to be easy to determine what you need to power a certain set of systems or weapons. Right now you can't really budget for anything truely and it makes systems tuning maddening.

    You basically just build out until you have it working and balanced.
     
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    I agree with most of your thoughts about stated problems, and with some parts of your proposal. However, I already have a different solution of that problems. Our proposals have some similar ideas, such as these:
    Basically if you use a lot of your power system at once, heat will spike much faster than if you used the same amount of power over a longer period of time
    The player should chose between high-efficiency systems that put out a lot of heat, or more stable low heat systems.
    Instead of just grouping bonuses, more could be done to make adjacent system blocks function together.
    But overall, they have absolutely different approach. Official proposal turns power system upside-down, and your proposal develops ideas of the official one even further, successfully removing some of its weak spots - such as enormous heat boxes.
    But what I want to do - is to turn official power system upside-down again, but in another dimension.

    Since I have already written my proposal, I wont describe all my ideas here - you can just read them in that thread.
    Instead, I ll describe some things it can offer, and, very shortly, how this things achieved.
    • Flexibility. Old system, official and your proposal - in all of them there is no flexibility. After you built your ship, its characteristics is constant - its shielding, firepower, overall maneuverability and dynamics are always the same. What I want to do - is to make this characteristics ranging. You will be able to prioritize some characteristics, while sacrificing the others. Ofc you wouldn't be able to turn a small fighter into tanking dreadnought and make a dreadnought faster than a small fighter. But, for example in a battle, you will be able to sacrifice thrust power, in order to make your shields and weapons stronger.
    • Diversity in system design. Not the complexity is vital here. Diversity always brings some complexity with it, but reverse is not true. I want to give to player a large amount of ways how most systems can be designed. And each way has its own features.
    • Compactness. End of tedious system block placing process, without any restrictions like heat boxes. Current starmade systems mechanics care only for block count, with the exeption of power system, where block count, however, is still important. I want to end that 'block count' paradigm, and make effective systems much more compact, while diverse. Ofc, larger ones will be more efficient, but they ll have major downsides - such as increased heat generation or diminishing returns.
    • No hard restrictions. It's a philosophy of mine - give opportunities instead of penalties.
    So, how is this even possible, you may ask. Well, you better should check that thread, but in short:
    power distribution instead of block count; adjusted interaction between block count, supplied energy and generated heat; adjacent reactor blocks function together; both heat and power values, independent cooling system; slow logarithmic fashion of system efficiency per block count.
     
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    This is a decent point actually, and not one I've considered before. Cannons represent a pulse system, and beams a spike, and then other systems do have constant regen. I'm not sure what else to consider but I think for either new mechanic this is something to consider as well.
    Systems themselves obviously need a bit of reworking. The new power mechanics should allow for systems to draw on power in a variety of ways and allow specialized reactors.

    I think someone in the thread pointed out that the maximum potential is likely closer to an octahedral shape. One that maximizes the power generation vs armor, and systems space. I think this is one of the reasons people think that. The way power is currently setup it also encourages gigantic-ism. Granted if you want to build a ship that lasts you make sure there is some redundancy. I don't disagree with schine's dissection of the problem though.
    From my experience a slim wedge shaped ship is usually best. This is mainly due to the effectiveness of a low profile and sloped armor. I've never seen a strong octahedral ship, although not saying that they couldn't be strong. Some designs regardless will be superior to other just based on their physical shape. With the heat box systems, there will be an optimal shape as well. There is a reason that weapons in real life tend to all have common pattern in how they look, everything down to their shape is important to its performance. That aside there is plenty of room for a variety of design choices. The fact that I have been able to build ships that look how I want them to, and still be able to make them really strong has me satisfied on this point.

    To me this comes back as positive and negative volume pressure. I think you should be forced to choose what actually lives in the heat area. Its a philosophy of mine that no ship should be really good at more then one "thing." If you are good at attacking, then you have awful defense. We have this to some extent but it could be better I think.
    I think the heat area is valuable as a way to create interesting conditions for building. At the same time I feel the player should be able to minimize this area as much as possible or grow it immensely for things like carriers. A player is essentially limiting areas of his ship so that he make gains somewhere else. That's at least how I would imagine it.

    Not necessarily, but in an effort to concentrate systems into clumps I think this is needed. I think multiple reactors is something really needing to be hammered out in this proposal. I definitely think starmade needs to discourage "too many" reactors, but I think it would behoove the game to have multiple ways to accomplish a problem.
    Too many reactors? I don't understand why the game should in any way limit the quantity of reactors that I have. They should gain efficiency as their heat box expands so one big reactor is more efficient than many small ones in the same space. Add in the costs of reactor cores (which I imagine will be high) and you come to the idea that bigger is always better when it comes to reactors. That being said there should still be a trade off to having many small reactors, to a point it should still give some advantages. I agree this needs to be balanced out, but it needs to be natural.

    I don't particularly like any system that has both power and heat. Mechwarrior doesn't need it, and I don't think we need to either, but it does need to be easy to determine what you need to power a certain set of systems or weapons. Right now you can't really budget for anything truely and it makes systems tuning maddening.
    Taking their names out of the picture, heat and power would function different then they did in the test version of MWO. Power was a limiting factor of raw alpha damage. This is essentially how power works now in starmade, except it limits more than just damage. Heat in MWO works to limit sustained dps, especially for powerful weapons. Heat in my example works as a counter balance to power efficiency. It is another factor of design, and in application should be a more strategic concern. It should be possible to make a ship that can sustain its own heat at natural operation. Different ships should be able to deal with heat differently. Instead of a softcap I'd rather have an actual counter-balanced system.

    • Flexibility. Old system, official and your proposal - in all of them there is no flexibility. After you built your ship, its characteristics is constant - its shielding, firepower, overall maneuverability and dynamics are always the same. What I want to do - is to make this characteristics ranging. You will be able to prioritize some characteristics, while sacrificing the others. Ofc you wouldn't be able to turn a small fighter into tanking dreadnought and make a dreadnought faster than a small fighter. But, for example in a battle, you will be able to sacrifice thrust power, in order to make your shields and weapons stronger.
    • Diversity in system design. Not the complexity is vital here. Diversity always brings some complexity with it, but reverse is not true. I want to give to player a large amount of ways how most systems can be designed. And each way has its own features.
    • Compactness. End of tedious system block placing process, without any restrictions like heat boxes. Current starmade systems mechanics care only for block count, with the exeption of power system, where block count, however, is still important. I want to end that 'block count' paradigm, and make effective systems much more compact, while diverse. Ofc, larger ones will be more efficient, but they ll have major downsides - such as increased heat generation or diminishing returns.
    • No hard restrictions. It's a philosophy of mine - give opportunities instead of penalties.
    It seems that your idea is not too different from mine. You want to do away with heat boxes completely but I feel that it would be an interesting concept so long as the player has control over them. Your concept also goes into shields and weapons. I am not willing to go that far yet until we get a more specific power system. However I feel that power should be used as a template for how other systems should work. My main goal is to make systems placement and design far more important to function.
     
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    It seems that your idea is not too different from mine. You want to do away with heat boxes completely but I feel that it would be an interesting concept so long as the player has control over them. Your concept also goes into shields and weapons. I am not willing to go that far yet until we get a more specific power system. However I feel that power should be used as a template for how other systems should work. My main goal is to make systems placement and design far more important to function.
    Heatboxes removal is the last thing I care about in my proposal. I actually started writing it with the idea of small and managable heatboxes, but was able to get rid of them while brainstorming other parts.

    Yes, I mentioned there shields, weapons and other systems, but I don't aimed to change their behaviour and functions.
    Because of my idea of flexible ship design via power distribution, I want to change the way systems use power, and in order to maintain balance, I also want to change some power\block\efficiency dependencies.
    My main goal is to make systems placement and design far more important to function.
    Yeah. That's where our ideas are not too diferent. But I don't think that every system needs a specialized reactor. I am not against it, I just think it isn't that necessary. While I want to change some values and dependencies of many computer systems, I don't think we need to go away from their computer-modular design concept.
     

    PLIX

    Thats XCOM baby!
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    welcome to the thread of people dedicated enough to write an essay on star made power systems