[Edit: damn shortcurts, posted that before I finished writing it, hang on a minute]
[Edit: ok, that should be fine now, took a bit more than a minute though :p]
[...]
Doing that makes the old docked reactors more than twice as effective. It also removes the linear part of the docked reactor since then you need more power reactor blocks than power supply. Making the reactor depend on something that doesn't scale non linear.
That does make it slightly more skill based but putting down rows of power regen is pretty much the best you can do, not that much skill involved. Although time is required to fine tweak it unless you do the math before hand.
[graphe]
Agreed, this was just a counter-example because I disagreed with your argumentation, but it isn't really balanced.
A bad reactor that is 4000% worse than the best one means you need to go back to the drawing board. That's not a reactor, that's a ship where you put a few power supply blocks on. The efficiency would be worse than the linear regen on a normal reactor.
Well, 10 x 10 x 10 blocks of reactors = 30,806 e/s, line of 1000 reactors = 1,647,409e/s, this is ~53x times more (i.e. a +5200% bonus). Of course anyone who knows Starmade mechanics a bit won't make a cube of reactors (unless it's temporary), so this is actually a real value :p
Anyway, the underlying point is that the gap is too big and even if reactors mechanics that hard to grasp, you usually want your beginner players to be able to build things without knowing anything about the game that are still a tiny bit efficient. This is especially true in multiplayer games so that complete beginners can at least compete with veterans to an extent.
Could you mention your better system? I'm interested to know what you would propose as an alternative. The formulas you present below seem to just be about the power softcap per group so I'm not sure that is your alternative system.
I don't really have formalized what my ideal power mechanics would be, but if I was a Starmade developer, here are the most simple changes I'd have made to that system:
- remove the softcap per group (using something like the green curve)
- remove the auxiliary pool and togglable thing and have them just generate power (as power reactors do)
- decrease their SHP
Well I still wouldn't really like that system. Coming up with a real system with no obvious flaw is not something I can do in the time necessary to write a post :/
The soft cap per group encourages people to either spread out their big reactors. Or to go oversized to make increase their internal storage efficiency at the cost of losing regen efficiency. Whether the internal storage values are good or not depends on play testing.
Your formula would make people slap multiple 10K blocks together in 1 group, so I don't really see how that is an improvement. Especially when their power storage cap benefits the most of a single big group. It also makes the explosive system too overpowered.
The softcap discourages the player to have groups bigger than 10k, whereas having no softcap presents the player with the choice of getting a bit more extra efficiency per block or having safer auxiliary banks since they're separate.
Hm, it's a one time use now, at the beginning of a battle or between "breaks" where you're currently not shooting or just coasting around.
It seems better that the switching aux regen from main ship to internal and back is bound to the left mouse button.
And the "dump power" toggle is bound to the right mouse button.
This feels convoluted but splitting up this functionality seems to be a solution to what you're talking about. How we would split it up is something we can figure out later. IF this is indeed what you mean.
About that power being lost if it can't fit, that's intentional to prevent it from being used too much of an extension to your second power storage, and to have it more act like a burst storage. There's a config option to switch between both though so you can experiment with that yourself. (Block behavior config)
Nice, I didn't know about that option.
Their SHP is most likely too high yes, we can reduce that next release if needed. As a counter to those deep penetrating weapons. The reactors explode very slowly, provide inner armor to those and after they're done exploding, they still provide 1/4 of their power (at least, would be more if I bothered making a more complex armor layout) which is 4-5 times more efficient than linear 25 regen.
Before docked reactors were taken down even faster, shoot for the markers and win.
If we replaced docked reactors with a better scaling power block ,then there's no weak spot whatsoever. And you would just fire to kill SHP, not to kill power (how would you know you hit something that provides a lot of power?).
I agree that the docked reactors were even bigger weak points (except when it comes to SHP maybe). But I still don't like how you can destroy a non negligible amount of power generating blocks (imo the most critical system) with very small weapons. I don't know how to really explain it, but I find the fact that the most rewarding course coild be trying to pierce a tiny hole into a titan until you reach an auxiliary bank, then repeat until it lost so much SHP or his generators can't provide enough power anymore isn't really interesting.
Maybe it's because there's no other more exposed and less critical weak points, or maybe such piercing weapons be so easy to do, I don't really know, but it doesn't feel right
Like I said in my original post, we were fine with these reactors before. Their efficiency was too high initially but that got nerfed to a more acceptable level. These reactors were weak points which countered their efficiency. It only started becoming a problem when they were used in larger scales and count, causing major lag.
You have a choice after you've reached a certain size. Either stick to the bad linear power regen of normal reactors. Or switch over to the more effective ones that have downsides, just like before. Or do a mix of both.
Well, I'm not really fine with the way docked reactors(/this block) add power. Imo, the bigger you build, the more challenging it should become so that you can't just choose "let's build a bigger ship!" as your "strategy" indefinitely. I find docked reactor(/this block) were(/are) too effective and too easy to add even on enormous ships (in other words I find the skill gap too low here)
If you have a much better power system in mind, feel free to make a suggestion post about it and if you have done that already, make sure to tag me so we can go through it together
For now, no, I've thought about it, but so far mine has flaws I don't like either.