- Joined
- May 8, 2015
- Messages
- 117
- Reaction score
- 55
After watching both the stream and the highlight reel concerning the power update, I have a couple notes that I think would help address some of the concerns of the community:
As a side note... I can't help but get excited about the little peeks at what is to come revealed at the end of the stream, hovercrafts and increased station mechanics are going to be an awesome addition to the game.
- Concerns over gigantism and complexity:
- The new system seems to favor larger ships for more power; there isn't any complexity as far as reactors go due to the linear nature of the system.
- To address this I would suggest a combination of both old and the proposed systems. The old system allows for complexity due to different shapes having different amounts of power. The new system has great features concerning balancing and efficiency per block. I think that adding a sort of shape based efficiency [or other system that allows for more depth in the construction of ships] to the new system would allow for a much more immersive power system. This would fix the trend towards gigantism because you would be able to engineer, through your own research and ingenuity, a power system unique to your own ships, meaning that with the proper set up a smaller ship would be able to have more power than a relatively larger ship due to proper engineering.
- Regardless of whether or not a shape/dimensional efficiency is implemented, a system to allow for greater customization is needed; non-linear power allows for more depth and increases the viability of smaller ships.
- Concerns involving chambers:
- I absolutely love the idea of chambers and how they will impact the way that we play the game. I do think that there are a couple issues involving them that should be addressed.
- I am not sure why chambers will continue to operate as normal after being physically disconnected until the ship is rebooted. I think that the real time consequences of having certain aspects of your build fail in battle will add an incredibly interesting element to the game. Not only would it add feasible realism, but it could also add depth in the form of crew repairs. If a crew member could repair the conduits between chambers, it would add yet another function to crew in addition to a legitimate reason to have functional interiors.
- While not directly mentioned in the videos [at least to my knowledge] I am rather curious as to how crew will be integrated with "chambers." I think that adding a new block, some sort of interface or terminal that could connect with the chamber, would make the system as a whole much more cohesive.
- Concerns over things changing:
- I think that this is a particularly inflammatory issue, but one that still needs to be addressed. While changing aspects of the game and rebuilding ships can be annoying, I think that it is MORE than worth the result. As someone who has bought this game, I am perfectly content with waiting for this project to be completed. All of these changes, while painful and bothersome right now, will be more than worth it in the future. I will admit, I too have been annoyed and greatly frustrated with waiting, but I can recognize the benefits of delayed gratification within the context of the game as a whole.
As a side note... I can't help but get excited about the little peeks at what is to come revealed at the end of the stream, hovercrafts and increased station mechanics are going to be an awesome addition to the game.