Isn't the point of self powered turrets to have NO drain on the main ship because they are SELF-powered?How does this solve the issue of self powered turrets having effectively no drain on the main ship?
Keeping and maintaining incredibly broken, laggy, and unintended mechanics for the sake of preserving "creativity" is not good for the game, for server owners, or for the developers. It is much better for the devs to either kill outright broken exploit mechanics (ionized SSUs, stacked ion, docked and/or clipped armor, stacked power, etc) and to replace the decent ones with more stable, easier to rebalance mechanics (docked reactors -> auxiliaries, chain drives -> JD reactor chambers, push pulse drone launching -> launch rail drone launching, etc).Only in my personal opinion, the new great power rebalance is: Limit the player's creativity.
I explain myself:
I know that everything should change for the sake of starmade ... but take the creativity to "adapt" certain systems and their functions to do others things, should not be taken as an "exploit" or "abusing a bug".
- First started with the chain drives ... this way of continuously "loading" the warp system, that created two strands of thinking in the community: to allow or not to allow it. People began to use the "launching rails" to create fast clocks, instead of using these "launching rails" to "launch ships", Which was its main function.
- The solution of the development team was to create rules for "launching rails" that would cease to function under certain circumstances, because players were using a "tool" that they were free to use, to perform a function that was not Thought out.
- Then the developers created a system to have an "energy injector" for the same entity, but the three major drawbacks of using this system were so large that their use was unfeasible: they take up space to be functional, they need to "subtract "Energy to recharge, they are not as efficient in a long-term battle.
- Afterwards, players saw that the power generated in the same "entity" was not enough for their purposes (to feed the weapons, to feed the shields) ... then the "docked generators" were created, which contributed an increase in the regeneration Of energy and shields (using systems that until that time had not taken into account, and had never thought about "retouching" them).
- The solution of the developers was to "increase" the capacity of regeneration of energy in the same entity ... but for certain things, the players did not have enough, and continued using the "docked generators" ... after a time, they decided "Break" this "creative use" of the tools given to players.
A great example for example: "Astrotech Computer + Modules" ... this system "currently" has no function, because it is 99.9999 ...% not efficient, can only "restore" the durability of a block At the same time ... if a player finds an ingenious way to restore the durability of all blocks of an entire ship ... the whole system will be taken as something "negative" or "abuse of a bug / exploit" ... because this System was meant to restore the durability of a single block, not an entire ship ... Tell me, if this happens, it will be taken as something "witty" and taken into account as "something very useful" ... or it will be taken as something negative, against everything established ... and thought to be "totally removed Of the game " so that it is not used again ...
Instead of taking something like "negative", why not work, what users create, and possibly "improve it"?
Yes, that is the point of them, and that is the issue. An active system should have more drain on the ship it is mounted on than the cost of needing more thrusters to move its mass.Isn't the point of self powered turrets to have NO drain on the main ship because they are SELF-powered?
Why would a turrets reactor function perfectly fine on its own until the ship it's docked to goes kaput? If it just matches the RHP effects of the main ship, why not just go the full step and make it only draw power from the main ship?Also I mentioned that once the main ship's reactor is disabled the reactors all the way down the tree are also disabled as a measure to prevent spreading out RHP for survivability reasons
I'm just curious... if i put the extra effort into the system itself to make it self sufficient why should it be more of a drain? i made the thing bulkier to free up ship systems to focus on the ship itself and because of the additional bulk i had to add more thrusters... why should it be even more of a drain to my main vessel?Yes, that is the point of them, and that is the issue. An active system should have more drain on the ship it is mounted on than the cost of needing more thrusters to move its mass.
Under-powered compared to an unpowered turret, absolutely.For a turret to be self powered it either needs to be big and usually underpowered for its size.
I dont see an issue tbh.
Then you can still have a "self"-powered turret by docking a dedicated reactor with a regular rail basic, and dock the turret on this reactor.What if only the entities docked to turret axes had their reactors disabled?
IIRC, weapons were said to slowly decharge when they aren't provided with enough power. If you haven't enough power to charge your nuke, it's likely you haven't enough power to keep it charged [Edit2: if not, that's something that could actually be abused, depends on the numbers, it might be possible but I wouldn't rely too much on it].Also, just had a thought... with internal power storage on a weapon system... would that make it possible for a 50 block fighter to not only carry but fire 1 time a 12 block nuke system... since it would get fully charged while docked to the main ship then launched with enough power to fire once... i know i read about replacing the subsystems but through chambers i feel like that would still be a real possibility since it would be based on the size of the on board reactor...
I thought about that, and it isn't a bad idea. Why don't we do this now with mass enhancers? A stationary platform with its own enhancers is much more efficient than stacking them all on the main ship. Why do we even need mass enhancers? Get rid of them and make turn and travel speed based purely on mass. While we're at it, why does turn rate factor in the ship's bounding box? If anything having a larger box would mean you could turn faster with the same mass.Then you can still have a "self"-powered turret by docking a dedicated reactor with a regular rail basic, and dock the turret on this reactor.
Actually, it's sometimes the preferred option as you have lighter and smaller moving parts (the downside being the additional docked entity, potentially causing more lag and adding an extra weak-point)
cubes are very weak compared to some other designs.d generally non cubicle design,
yes. with equal engineering, mass for mass, smaller ships will easily outpower a larger ships regardless of how perfectly tuned its turrets are... youre zooming in on the variables that agree with you. the larger ship, with perfectly tuned turrets that do more dps than equivalent sized ships, also needs to carry tons of significantly less efficient blocks like thrust, aux, shield caps, etc. while large ships are convenient and easy to use compared to fleets, they are significantly weaker. cip i can make a 3k drone to 380k dps while retaining thrust and shielding, but i cant make a 300k ship do 38 million dps without gimping its stats entirely or making it unplayable on servers. im betting you cant either.And compared to an undocked ship of similar size that also requires 10-20% of its mass allocated to thrust, plus jump?
Still underpowered?
this is not a good option. mass enhancers are far better compromise than docked gens. its a last resort when you want to retain your ships looks, because the generator can form to the ship hull and make it look however you like. its weaker functionally, because most shots will aim for the main ship, not turrets, so the docked generator will break quicker than a self powered turret sticking out the side of the ship wouldve. and the big one you already mentioned, it multiplies lag a lot.Then you can still have a "self"-powered turret by docking a dedicated reactor with a regular rail basic, and dock the turret on this reactor.
Actually, it's sometimes the preferred option as you have lighter and smaller moving parts (the downside being the additional docked entity, potentially causing more lag and adding an extra weak-point)
Using tools creatively is definitely not an exploit.take the creativity to "adapt" certain systems and their functions to do others things, should not be taken as an "exploit" or "abusing a bug".
If it's being used in a way that negatively impacts gameplay for all but a tiny minority, then you can be pretty sure that any development team worth their salt will take action to fix the negative impact by whatever means necessary.Tell me, if this happens, it will be taken as something "witty" and taken into account as "something very useful" ... or it will be taken as something negative, against everything established ... and thought to be "totally removed Of the game " so that it is not used again ...
Just questioning; it's almost impossible to reliably compare the two (your assertions aren't 'fact' but rather arguable personal estimations), but it should be considered. Have you seen a Large Mobile Defense Platform used in game? No thrust, just a small auto-charging jump drive and bristling with turrets the size of cruisers? When it jumps in, everyone within sight is crippled by lag and its AI turrets shred everything unless someone has larger, faster AI turrets active within range to shred it first. It creates a 100% AI meta.youre zooming in on the variables that agree with you.
they are fact, and i have and can prove it. you just havent figured them out yet, so you treat them as opinion.your assertions aren't 'fact' but rather arguable personal estimations
this isnt sc2.I've been randomly teamed with SC2 players
ill try to answer this one civilly since you were kind enough to ask my input.Getting rid of the absurd reactor turrets is an important step in the right direction and is long overdue, in part because turret reactors multiply power base to a degree that cannot be balanced for. There's no apparent precedent for them anywhere and they seem to unbalance the game. I'm glad to hear that you are also concerned about stability... do you feel that Starmade's extremely unique, self-powered turrets are somehow 'necessary' to balanced gameplay?
First off man, you need to chill out. Like, take a step back from the computer and take a breather.my issue with you is that youre shitting on a game mechanic because its not prevalent in real life or other games and youre exaggerating to "prove" your point. i personally like when games do unique and creative things and i think its a huge step back to try to push stuff into your comfort zone instead of letting it be different. if it didnt cause lag, id have literally no problem with it, and id continue to beat down on people who use turrets exclusively because of how op they think they are.
im not ignoring his input, im debating it. reviewed; yep, fact. challenge if youd like. im enjoying my coffee and playing with my kid while i browse the internet, its really not that serious. thank you for your concern though!First off man, you need to chill out. Like, take a step back from the computer and take a breather.
Secondly, I think ignoring his other pieces of input simply because he's trying to put things in a perspective of how things work in real life and other games is a bad move. I would also like to kindly ask you to please review the things you've said and figure out if they are indeed 'fact' as you say they are. And, finally, umm, try to think about what the developers said in their posts about the power update, try not to take things personally, and remember that it's just a game dude.
Heh. Sorry for that. I think (correct me if I'm wrong) we're all on the same side of having the proposal. Sorry for getting a bit carried away.im not ignoring his input, im debating it. reviewed; yep, fact. challenge if youd like. im enjoying my coffee and playing with my kid while i browse the internet, its really not that serious. thank you for your concern though!
dont worry about it i know my words are inflammatory. i expect macthules a big boy and can handle himself though =pHeh. Sorry for that. I think (correct me if I'm wrong) we're all on the same side of having the proposal. Sorry for getting a bit carried away.
There's obviously no need to point out that "this is not SC2," especially since I mentioned it specifically as an example of another game lag where lag is used in exploit builds. So why do you take a whole separate quote to state that as if something in my post led you believe that i was confused about this or conflating SC2 with Starmade in any way shape or form??they are fact, and i have and can prove it. you just havent figured them out yet, so you treat them as opinion.
i agree about the lag issues, as noted at the bottom of my post. doesnt mean its intentional. youre treating what players do to gain power to mass as an exploit because you assume theyre purposely lagging you, when 99 times out of 100, theyre not. im one of them, and i fight with and against otherswho do... none of us purposely lag each other.
this isnt sc2.
ill try to answer this one civilly since you were kind enough to ask my input.
i dont think its relevant whether or not theres a precedent, both because space fantasies dont need precedents for their mechanics, and because power has never been a very "realism or precedent" based mechanic anyway, so looking for a precedent is a pointless affair. despite that, i can find some sci fi weapons that independently power, because they fire conventional ammunition thats stored in the turret housing... and they dont fire "energy ammo." regardless, i think its silly to make your unique game follow historical trends *just because*.
on the topic of game stability however, i agree with you. i think something needs to change, simply cause its making the game behave poorly. heres my take though:
self powered turrets multiplying force are an incentive to build turrets, so the "ghetto fix" is to remove self powered turrets to try to drive people into building less of them. this isnt the actual problem though, its just a symptom. the problem is docked entities in general arent stable, and it multiples the larger they are and more of them they are. removing self powered turrets wont fix this, itll simply "lessen" the impact. docked entities need to perform better, or be removed, period.
as a player who uses self powered turrets to minmax dps, i can safely say i dont do it to cause lag, and i have 2 priorities when building ships. power to mass, and power to server impact. i also use main ship guns, because in some ways theyre far more reliable than turrets. it wouldnt be in my best interest to lag the server to kill people, even if i were the type to value an unfair fight.
i personally like self powered turrets, because they provide a way to engineer better ship performance and they give a lot of variety to ship weapon layouts over just nose guns. i dont like the idea of dumbing the game down to *equalize*(edited, whoops) entry level ships and time consuming minmax builds, but i do value server stability and a more playable game.
my issue with you is that youre shitting on a game mechanic because its not prevalent in real life or other games and youre exaggerating to "prove" your point. i personally like when games do unique and creative things and i think its a huge step back to try to push stuff into your comfort zone instead of letting it be different. if it didnt cause lag, id have literally no problem with it, and id continue to beat down on people who use turrets exclusively because of how op they think they are.