I agree the power system right now is....not complete. I would like to suggest a subtle but important change in the heat box concept-
Apart putting down the power reactor blocks [whatever they might be...], players also have to put down what are called as heat(sink) blocks. These can be put in the vicinity of the power generator blocks.
[This exact region in which they can be put...probably a small enough cubical space around the Center Of Mass of the reactor maybe?]
These are blocks that are only visible and intractable in the build mode(like trigger area blocks but cannot be removed/put in astronaut mode). Number of these that need to be put depend upon the reactor size, (1:10 ratio?). If players do not put down sufficient number of these heat sink blocks, its simple- the reactors stops functioning properly.
Essentially, instead of the computer creating (cubical?) heat zones for the reactor as outlined in the dev thread, I think, if players be given a chance to shape (by an equivalent number of heatsink blocks) the heat zone, more variety of reactors, some more, some less effective can be created . No other systems can be placed in that region, though other non-syst. related blocks can be placed, overlapping it. [Like hulls, lights, whatever]
Another aspect was how these blocks will behave in battle. Maybe these should only be a block in the build mode, sort of to show where heat goes. All weapons, ships, docks, should ignore these blocks. Aditionally, mass of these blocks could ideally be 0 [As it should be]
I understand this may lead to another level of exploits, do mention any significant holes.
[doublepost=1493450190,1493446722][/doublepost]Yet another way to change power could include- Make the current power system like the heat sink blocks, walk-throughable and build-throughable. But that might add "some" other complications.
Apart putting down the power reactor blocks [whatever they might be...], players also have to put down what are called as heat(sink) blocks. These can be put in the vicinity of the power generator blocks.
[This exact region in which they can be put...probably a small enough cubical space around the Center Of Mass of the reactor maybe?]
These are blocks that are only visible and intractable in the build mode(like trigger area blocks but cannot be removed/put in astronaut mode). Number of these that need to be put depend upon the reactor size, (1:10 ratio?). If players do not put down sufficient number of these heat sink blocks, its simple- the reactors stops functioning properly.
Essentially, instead of the computer creating (cubical?) heat zones for the reactor as outlined in the dev thread, I think, if players be given a chance to shape (by an equivalent number of heatsink blocks) the heat zone, more variety of reactors, some more, some less effective can be created . No other systems can be placed in that region, though other non-syst. related blocks can be placed, overlapping it. [Like hulls, lights, whatever]
Another aspect was how these blocks will behave in battle. Maybe these should only be a block in the build mode, sort of to show where heat goes. All weapons, ships, docks, should ignore these blocks. Aditionally, mass of these blocks could ideally be 0 [As it should be]
I understand this may lead to another level of exploits, do mention any significant holes.
[doublepost=1493450190,1493446722][/doublepost]Yet another way to change power could include- Make the current power system like the heat sink blocks, walk-throughable and build-throughable. But that might add "some" other complications.