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- Jun 29, 2013
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Gonna be a fairly short post, like most of mine.
Power Auxiliaries have both an ON and an OFF state, right? The OFF state has no real usage other than stockpiling power for a very fast near-instant recharge - after which you really want to leave it on for the rest of the fight.
Turning power auxiliaries OFF has no real point to it.
My suggestion: Rework damage so that rather than just spawning explosions based on the initial group size, there's an amount of explosive damage that the reactor needs to deal base on its initial group size. The explosion damage is calculated by dividing this initial explosive damage quantity by the number of explosions.
This would be functionally identical to what we have right now, with one twist.
Turning your reactors OFF mid-explosion could mitigate the total amount of damage by a certain number per second. For instance, if your reactors get hit and they queue up a total of roughly 500,000 Damage, and you turn off the reactors, it may (for an example - just throwing this one out here randomly) reduce the damage requested by maybe 25k per second or some such, thus reducing the size of the explosions in the chain reaction until they reach nothingness.
Now, as an added bonus - Astrotech Beams could be configured so that, when fired from a separate, player-piloted, undocked ship, they cut the damage total with each tick the same way that turning the reactors OFF would - except with the potential to be even better.
Allowing mechanisms by which players can mitigate ships' chain reactions would reward players with fast reaction times for killing their reactors, and it would reward players who wish to make "Medic" type ships. To balance it out, perhaps the explosion damage could be buffed a bit. I would also recommend adding in a "spool-up time" based on the size of the group to balance out the power of turning reactors off and on constantly. Make it a real choice to kill the fire or not.
tl;dr
Turn reactors off to slowly put out reactor fires. Astrotech beams from support ships save lives.
Power Auxiliaries have both an ON and an OFF state, right? The OFF state has no real usage other than stockpiling power for a very fast near-instant recharge - after which you really want to leave it on for the rest of the fight.
Turning power auxiliaries OFF has no real point to it.
My suggestion: Rework damage so that rather than just spawning explosions based on the initial group size, there's an amount of explosive damage that the reactor needs to deal base on its initial group size. The explosion damage is calculated by dividing this initial explosive damage quantity by the number of explosions.
This would be functionally identical to what we have right now, with one twist.
Turning your reactors OFF mid-explosion could mitigate the total amount of damage by a certain number per second. For instance, if your reactors get hit and they queue up a total of roughly 500,000 Damage, and you turn off the reactors, it may (for an example - just throwing this one out here randomly) reduce the damage requested by maybe 25k per second or some such, thus reducing the size of the explosions in the chain reaction until they reach nothingness.
Now, as an added bonus - Astrotech Beams could be configured so that, when fired from a separate, player-piloted, undocked ship, they cut the damage total with each tick the same way that turning the reactors OFF would - except with the potential to be even better.
Allowing mechanisms by which players can mitigate ships' chain reactions would reward players with fast reaction times for killing their reactors, and it would reward players who wish to make "Medic" type ships. To balance it out, perhaps the explosion damage could be buffed a bit. I would also recommend adding in a "spool-up time" based on the size of the group to balance out the power of turning reactors off and on constantly. Make it a real choice to kill the fire or not.
tl;dr
Turn reactors off to slowly put out reactor fires. Astrotech beams from support ships save lives.
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