Hello everyone today I throw my opinion on things like how players work on systems and how they deal with them.
Let's start with images because I like visual comunication.
Note: I'm making arguments considering the new power system, and don't hardly assume all the cubes I use to represent components mean that I want bricks of systems, it's just the way I use to represent some need of grouping and rules.
This is efficency supersemplified, we're not taking distances in count here and the brown thing which I forgot to add to the legenda is armor. Also shield treats caps and rechargers together.
This is how the best ship is a brick and how every ship can be considered a brick looking inside.
While the new power is trying to bring some sense in this mess by becoming internally modular, the part outside of the stabilizers/chambers/reactor block (which worringly resembles a brick) up here remains the usual brick mess as bad as old power system.
There's too much freedom, we need some reason/rules to have less dense areas.
This is how system grouping works and it doesn't look like a ship part at all.
Extend modularity to all or most of the systems to get rid of this systems amoeba.
Let's make some examples.
Have shields grouped as a big generator, or many with their own indipendent settings which won't change until a reboot happens.
Shield rechargers now give a % regen of the pool provided by shield capacitors and must be on contact to work. Of course it's won't be a equal relationship where a 1:1 ratio gives a 100% regen of shields but something a little better than the one we currently have.
Profit: People won't struggle to fill the ship with random shields blocks everywhere and they'll use the low density block that was announced.
Weapons are target for a rework and rebalance, also for visuals but let's take that part in minimal consideration just for the output for now.
This is how a weapon in it's worst form is and the sad thing is that it can work.
I wanna have a look at weapons in a modular form.
Splitting the weapon in subcomponents can grant it a shape and also lets people choose how big the shot can be, how large is the power reserve for the weapon is to allow burst weapons like a 3 shot cannon if the pool can support the Gun Engine fire 3 times and the Output rules the shape of the shot, maybe you can set that the Gun Engine xy size can never be bigger than the Output's to introduce a size rule.
A ship weapon can have no pool if it does not desire multishot or whatever function it can do but each extra shot requires a minimum of pool to do the full damage of the first shot.
The Gun Engine could work the same as weapon do now with main slave and effect.
So after this modular exploration let's move to this cute shuttle here.
Now that you've seen the beauty of modularity, we can start filling ships shells with modular systems.
This should be a blueprint of a space shuttle I found on google images.
As a last note, while "Schine" thinks that people would not like extending long lines of conduits I think it'd be appropriate for any complex structure to have them so maybe if you have the "eye" you can follow them to determine the position of the ship's components.
Oh and I hope my paint drawings do not disgust you.
Back to hating bricks, not that my proposals make them impossible or inefficent but I think they make cool looking stuff less behind vs efficent shapes.
Extras:
My objective is not to deny the construction of brickships but to have systems take a structure form inside a ship and not have this giant sea of shield capacitors with stuff scattered inside, in a way I'm saying systems should be more bricky so you can tell where the subcomponents of a ship are and maybe put them offline in a fight. So people start to decide the position of whatever you put inside way better.
Here's the section of one of the most effective and infamous ships, the Despoiler.
It's a missile boat with some systems covered by layers of shields, how ever can you discern where stuff is to cripple a ship by destroying one of it's sub components? I can't even tell where thrusters are. The only pro thing in this is the sublayers of extra armor, and this thing is "meta".
Also interiors and cockpit in one pic.
Let's start with images because I like visual comunication.
Note: I'm making arguments considering the new power system, and don't hardly assume all the cubes I use to represent components mean that I want bricks of systems, it's just the way I use to represent some need of grouping and rules.
This is efficency supersemplified, we're not taking distances in count here and the brown thing which I forgot to add to the legenda is armor. Also shield treats caps and rechargers together.
This is how the best ship is a brick and how every ship can be considered a brick looking inside.
While the new power is trying to bring some sense in this mess by becoming internally modular, the part outside of the stabilizers/chambers/reactor block (which worringly resembles a brick) up here remains the usual brick mess as bad as old power system.
There's too much freedom, we need some reason/rules to have less dense areas.
This is how system grouping works and it doesn't look like a ship part at all.
Extend modularity to all or most of the systems to get rid of this systems amoeba.
Let's make some examples.
Have shields grouped as a big generator, or many with their own indipendent settings which won't change until a reboot happens.
Shield rechargers now give a % regen of the pool provided by shield capacitors and must be on contact to work. Of course it's won't be a equal relationship where a 1:1 ratio gives a 100% regen of shields but something a little better than the one we currently have.
Profit: People won't struggle to fill the ship with random shields blocks everywhere and they'll use the low density block that was announced.
Weapons are target for a rework and rebalance, also for visuals but let's take that part in minimal consideration just for the output for now.
This is how a weapon in it's worst form is and the sad thing is that it can work.
I wanna have a look at weapons in a modular form.
Splitting the weapon in subcomponents can grant it a shape and also lets people choose how big the shot can be, how large is the power reserve for the weapon is to allow burst weapons like a 3 shot cannon if the pool can support the Gun Engine fire 3 times and the Output rules the shape of the shot, maybe you can set that the Gun Engine xy size can never be bigger than the Output's to introduce a size rule.
A ship weapon can have no pool if it does not desire multishot or whatever function it can do but each extra shot requires a minimum of pool to do the full damage of the first shot.
The Gun Engine could work the same as weapon do now with main slave and effect.
So after this modular exploration let's move to this cute shuttle here.
Now that you've seen the beauty of modularity, we can start filling ships shells with modular systems.
This should be a blueprint of a space shuttle I found on google images.
As a last note, while "Schine" thinks that people would not like extending long lines of conduits I think it'd be appropriate for any complex structure to have them so maybe if you have the "eye" you can follow them to determine the position of the ship's components.
Oh and I hope my paint drawings do not disgust you.
Back to hating bricks, not that my proposals make them impossible or inefficent but I think they make cool looking stuff less behind vs efficent shapes.
Extras:
My objective is not to deny the construction of brickships but to have systems take a structure form inside a ship and not have this giant sea of shield capacitors with stuff scattered inside, in a way I'm saying systems should be more bricky so you can tell where the subcomponents of a ship are and maybe put them offline in a fight. So people start to decide the position of whatever you put inside way better.
Here's the section of one of the most effective and infamous ships, the Despoiler.
It's a missile boat with some systems covered by layers of shields, how ever can you discern where stuff is to cripple a ship by destroying one of it's sub components? I can't even tell where thrusters are. The only pro thing in this is the sublayers of extra armor, and this thing is "meta".
Also interiors and cockpit in one pic.
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