- Joined
- Aug 24, 2013
- Messages
- 37
- Reaction score
- 31
I made a post on the subreddit a long time ago, but a duplication had both removed, and I was never able to get the original re-implemented.
To but this bluntly, and to let everyone know, this isn't going to be everyone's favorite option, but I feel it might kill two birds with one stone.
The first problem with the game is "gameplay", or rather the lack of a need to do anything other than mine and build. Putting aside the major trade, mining, and combat problems. There is one gameplay mechanic which many people overlook because they don't want to "complicate" matters, that mechanic is "Fuel"....I know, I know, a lot of you are already rushing to the comments to refute the idea just from this point in the suggestion, but please read on.
My idea is quite simple, Tiered Reactors, similar to something like Buildcraft or Thermal Expansion for Tekkit. The idea is basically to have a Tier 0 reactor (similar to redstone reactor) in which fuel is not consumed, but instead generates a very very low amount of power, and work up to something in the Tier 11 range, with sub reactors in each, for example, a Tier 5 Reactor with a special modification or fuel, could be turned into a Tier 5-A reactor with sub reactors of A, B, and C.
The Even Reactors would be powerful but inefficient and wasteful of fuel, the Odd Reactor numbers would be more efficient, but produce slightly less power without modifications. All tiers would have special recipe requirements, both in volume of materials, and types of materials.
the higher the tier would mean more materials, or rarer materials. But it would also mean different fuel requirements, which brings me onto another option, Fuel, Fuel is a touchy subject to a lot of people, namely because a lot of people don't want to believe their designs in a sub-alpha game should become obsolete. But Fuel would give a survival element to the game, and provide a resource which is finite or very slow to produce.
The fuel ideas are as followed with their reactor compatibility.
-Helium///Tier 1-4 Efficiency is low, but production is high.
-Hydrogen N31///Tier 3,5,6 This is harvested from stars quickly, but dangerous if storage is ruptured. it damages the reactors it is used in, and will damage storage, not recomended for long time use.
-Uranium XN335///Tier 7, 10 This is unlike Uranium 235, instead of a standard rate of efficient fission reactions, this consumes the uranium, however it is very unstable, and is not recommended for mobile vessels.
-Fused Energized Crystal///Tier 8,9,11 This is a rarer but vastly more stable source of energy, it is essentially the energy produced by a fusion reaction frozen into a solid form through a process unknown to us (but not to some ancient race, finding derelict facilities will allow people to loot this as well) But can also be abundant if found in old derelict stations or very much rarer roids in the outer systems.
-Hydramatter/// Tier 10 and 11 This is one of the most powerful substances in the galaxy, and the only fuel source capable of being made INTO a weapon. It is HIGHLY FRIKIN UNSTABLE to the point of being able to destroy a planet in its production. This is only recommended for heavily defended stations.
-Antimatter/// Tier 11 This is the only high level fuel source able to be made in any location, but requires an equal amount of matter to match its output (ex 100 tekkt per 100 antimatter, takes up fuel space but is easily produced).
-Sholomatter/// Tier 10-C and 11-C This is the only "Stable" fuel source in high tiers, but its production is long and difficult. Instead of requiring large amounts of sacrificial matter like Antimatter, it needs only a single dense element to keep it from diminishing its output.
Those are just the standard fuel sources, there are variants, such as Dark Matter, a difficult to produce and unpredictable fuel source, Ulta Particles, an element with many unknown properties but is used primarily to create a stable singularity to be contained in a "Tier 11-C Neutron Reactor" the only reactor strong enough to contain the singularity itself, The reactor is also very difficult to produce.
Other sources like Crystals and Even tapping into stars for stations to keep themselves powered but extremely high maintenance (needs many repairs etc). Eventually the very last tier should be Zero Point Power Sources, extremely resource and energy intensive, and would require special blocks or structures to utilize/produce.
The reason for the oddly paired reactor tiers above, is because of their composition, denser materials and less reactive materials compose the reactors, and color coding should be used to reflect that for ease of learning.
Each fuel source requires storage, which would act similarly to cargo space but would require a top and bottom "cap" if you will, damage to these fuel storage units would deplete the fuel slowly for less reactive fuels, or utterly decimate the blocks around them for more reactive fuels.
The idea for the Tier 0 reactors, is also to allow for smaller vessels to use them without need for refueling, but be pointless for much else, they can't recharge Auxiliary power, but they can be complimented by it, refueling auxiliary would require docking at a larger entity.
The number of reactors is dependent on your fuel limits, and your available space, you can try to cram many into a set space, but would ultimately run out of fuel quicker, and risk damage to fuel storage.
I'm hoping this can somewhat alleviate some issues. or at least provide solutions for some of the problems.
There are other details I might have neglected to add, please point them out.
To but this bluntly, and to let everyone know, this isn't going to be everyone's favorite option, but I feel it might kill two birds with one stone.
The first problem with the game is "gameplay", or rather the lack of a need to do anything other than mine and build. Putting aside the major trade, mining, and combat problems. There is one gameplay mechanic which many people overlook because they don't want to "complicate" matters, that mechanic is "Fuel"....I know, I know, a lot of you are already rushing to the comments to refute the idea just from this point in the suggestion, but please read on.
My idea is quite simple, Tiered Reactors, similar to something like Buildcraft or Thermal Expansion for Tekkit. The idea is basically to have a Tier 0 reactor (similar to redstone reactor) in which fuel is not consumed, but instead generates a very very low amount of power, and work up to something in the Tier 11 range, with sub reactors in each, for example, a Tier 5 Reactor with a special modification or fuel, could be turned into a Tier 5-A reactor with sub reactors of A, B, and C.
The Even Reactors would be powerful but inefficient and wasteful of fuel, the Odd Reactor numbers would be more efficient, but produce slightly less power without modifications. All tiers would have special recipe requirements, both in volume of materials, and types of materials.
the higher the tier would mean more materials, or rarer materials. But it would also mean different fuel requirements, which brings me onto another option, Fuel, Fuel is a touchy subject to a lot of people, namely because a lot of people don't want to believe their designs in a sub-alpha game should become obsolete. But Fuel would give a survival element to the game, and provide a resource which is finite or very slow to produce.
The fuel ideas are as followed with their reactor compatibility.
-Helium///Tier 1-4 Efficiency is low, but production is high.
-Hydrogen N31///Tier 3,5,6 This is harvested from stars quickly, but dangerous if storage is ruptured. it damages the reactors it is used in, and will damage storage, not recomended for long time use.
-Uranium XN335///Tier 7, 10 This is unlike Uranium 235, instead of a standard rate of efficient fission reactions, this consumes the uranium, however it is very unstable, and is not recommended for mobile vessels.
-Fused Energized Crystal///Tier 8,9,11 This is a rarer but vastly more stable source of energy, it is essentially the energy produced by a fusion reaction frozen into a solid form through a process unknown to us (but not to some ancient race, finding derelict facilities will allow people to loot this as well) But can also be abundant if found in old derelict stations or very much rarer roids in the outer systems.
-Hydramatter/// Tier 10 and 11 This is one of the most powerful substances in the galaxy, and the only fuel source capable of being made INTO a weapon. It is HIGHLY FRIKIN UNSTABLE to the point of being able to destroy a planet in its production. This is only recommended for heavily defended stations.
-Antimatter/// Tier 11 This is the only high level fuel source able to be made in any location, but requires an equal amount of matter to match its output (ex 100 tekkt per 100 antimatter, takes up fuel space but is easily produced).
-Sholomatter/// Tier 10-C and 11-C This is the only "Stable" fuel source in high tiers, but its production is long and difficult. Instead of requiring large amounts of sacrificial matter like Antimatter, it needs only a single dense element to keep it from diminishing its output.
Those are just the standard fuel sources, there are variants, such as Dark Matter, a difficult to produce and unpredictable fuel source, Ulta Particles, an element with many unknown properties but is used primarily to create a stable singularity to be contained in a "Tier 11-C Neutron Reactor" the only reactor strong enough to contain the singularity itself, The reactor is also very difficult to produce.
Other sources like Crystals and Even tapping into stars for stations to keep themselves powered but extremely high maintenance (needs many repairs etc). Eventually the very last tier should be Zero Point Power Sources, extremely resource and energy intensive, and would require special blocks or structures to utilize/produce.
The reason for the oddly paired reactor tiers above, is because of their composition, denser materials and less reactive materials compose the reactors, and color coding should be used to reflect that for ease of learning.
Each fuel source requires storage, which would act similarly to cargo space but would require a top and bottom "cap" if you will, damage to these fuel storage units would deplete the fuel slowly for less reactive fuels, or utterly decimate the blocks around them for more reactive fuels.
The idea for the Tier 0 reactors, is also to allow for smaller vessels to use them without need for refueling, but be pointless for much else, they can't recharge Auxiliary power, but they can be complimented by it, refueling auxiliary would require docking at a larger entity.
The number of reactors is dependent on your fuel limits, and your available space, you can try to cram many into a set space, but would ultimately run out of fuel quicker, and risk damage to fuel storage.
I'm hoping this can somewhat alleviate some issues. or at least provide solutions for some of the problems.
There are other details I might have neglected to add, please point them out.