Settings for (if these new settings are active depends on server's blockBehaviourConfig.xml)
Power-up:
I think this will add a new layer of strategy without making things too complicated.
Effect Examples:
Other examples:
You will be able to save energy if you shut down things that you don't need -> At least I would like it as an option, but I hope others like that too
Power-up:
Example: beam computers need to power-up "beamPowerUpTime" seconds if they were initially shut down and reduce power regeneration by "beamActivePowerPenalty".
Power-up is by default 1/2 or 1/3 recharge cycle of weapons which is started by pressing the fire-button (but will not fire, just remain online until pressed again).
You can power-down things with shift-hotkey and abbort power-down in the next three seconds by pressing only shift or the hot-key again (or would you use other keys? like strg/alt?)
Power-up is by default 1/2 or 1/3 recharge cycle of weapons which is started by pressing the fire-button (but will not fire, just remain online until pressed again).
You can power-down things with shift-hotkey and abbort power-down in the next three seconds by pressing only shift or the hot-key again (or would you use other keys? like strg/alt?)
Computers are warmed up when an activation block sets them active.
If you want to use them, cause a logic update on then
If you want to use them, cause a logic update on then
(don't turn them off, but on again).
They output 0 if they are powered or cooling down, 1 if they are ready.That reduces lags by not requiring clocks and increases activate rate by up to 0.5 seconds (no delay as possibly with a clock which just missed the end of a cool-down)
- bridge:
- actUp = activation block : "power-up" = active | inactive
- actTrigger = activation block : "queued action" = active | inactive
- actRepeat = activation block : "repeat action" = active | inactive
- computer internal (not visible, but maybe a wiki may show it):
- (in) input = 1 : "power-up" || 0 : "power-down"
- warmedUp = 1 : "powered up" || 0 : "powered down"
- cooledDown = 1 : " ready" || 0 : "cooling down"
- (out) output = 1 : "active" || 0 : "powered down or cooling down"
- (input : logic-update) -> (delay : "power-up from config") )), input -> and -> (warmedUp : "needs time to power-up, but can (currently) immediately shut down")
- (powered-up : logic-update), cooledDown -> and -> not -> USE, cooledDown -> (delay : "cool-down time) -> not -> *WIP*(cooledDown : "somehow delete without triggering a logic update for "and")
- (in) input = 1 : "power-up" || 0 : "power-down"
- machine room | weapon deck | bridge | array room:
- (actTrigger -> not -> actInverseTrigger -> not -> actTrigger) = 01 or 10
- (actTrigger, (computer : "not on cool-down & active") -> or) , actUp -> and -> computer:
- "or" causes just a logic update and is always active
- 2 functions already accessible with just 7 logic blocks and computer.
- "or" causes just a logic update and is always active
I think this will add a new layer of strategy without making things too complicated.
Effect Examples:
- Effects will finally be used what they are meant for:
- Push
- high power demands to make it impossible to power shields and weapons in parallel.
- reasonable power-up time to avoid using quick jumps to evade while in battle when needed without paying constant power costs.
- if you want to have it as a warp-engine alternative: low cool-down
- Else: high cool-down (how often do you need to escape a planet's gravity field if your thrusters have not >1 thrust : 1 mass?)
- Evade
- is it meant to evade asteroids or while in combat?
- if it is for asteroids, have stats similar to push for warp mentioned above
- if it is for combat, have a low powered-up penalty and low cool-down, but high activation cost.
- Overload
- High power-up penalty
- No manually trigger-able event.
- Push
Other examples:
- Weapons could have about 10% of their power usage instead as powered-up penalty
- Thrusters could have about 20% as power-up penalty
You will be able to save energy if you shut down things that you don't need -> At least I would like it as an option, but I hope others like that too