Passive Push/Pull more different and flexible

    Tell us your opinion.

    • I haven't thought much about it jet.

    • i-1 - WANT - slaves - for push/pull

    • i-1 - HATE - slaves - for push/pull

    • i-2 - WANT - directions - for push/pull

    • i-2 - HATE - directions - for push/pull

    • i-3 - WANT - unique variants - of push/pull

    • i-3 - HATE - unique Variants - of push/pull

    • d-1 - PERFECT - push concept

    • d-2 - PERFECT - pull concept

    • s-1 - PERFECT - push/pull cannon-modification


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    NeonSturm

    StormMaker
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    • Wired for Logic
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    • Legacy Citizen 5
    This suggestion is about passive push/pull effects, not slaved effects.

    This suggestion should not affect thrusters!
    They should be kept simple to make the learning curve not too step.​


    Thrust, compare:

    c-1. Push/Pull can be easier fine-tuned than thrust (spatial compressed and one-directional thrust).
    c-2. But they can't stop your ship (0-speed, exactly) and work only in one direction per array.
    c-3. They can also not rotate your ship and will never make thrusters redundant.

    Ideas:

    i-1. Push/Pull should be able to slave weapons (weapons and effects inverted)
    i-2. Both should work in the direction the computer faces.
    i-3. Push/Pull being different from each other (not just the different orientation)

    Details:

    d-1. Push has a higher spatial compression. (spatial=time, compression=burst/alpha)
    1 second = power of a thruster block * recharge time in seconds.​

    d-2. Pull has a higher efficiency
    1.2x power of a thruster block, while active.​

    Slaves:

    s-1. Push/Cannon - higher spatial compression to 0.2 seconds and 5x power during that time.
    s-2. Pull/Cannon - sine-wave thrust between 0.7x and 1.7x.

    experimental thoughts:
    s-3. Push/Beam - 2 seconds burst, 2x cooldown
    s-4. Pull/Beam

    more:
    s-5. Push/Missile, Pull/Missile, Push/Pulse, Pull/Pulse … Push/Overdrive, Pull/Overdrive …

    More Effects:
    Can be assigned to secondary and tertiary effect-slaves, but I haven't thought about to which.

    e-1. Alternating up/down or left/right acceleration, cancelling each other out but more often.
    More efficient than using thrusters, but you can't accelerate for more than 1 second.​
    e-2. Charging before a speed burst
    e-3. Co-operate with thrusters in that direction.

    It is not important that you like every single effect.
    But I'd like to hear a feedback if you like a few effects or dislike a specific one.

    This list is meant to be extended if the general idea is approved​