suggestion for adjusting power generation

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    ok guys

    probably someone suggested this many times before but please take look at this again.

    right now we have SD HCT xm3.4 Power blocks and in order to build efficient generator we need to stack them in certain way which takes a lot of space inside hull and often even big ships are filled with generatos.

    what if SD HCT xm3.4 Power block could be way more expensive in production and purchase at shops and generates larger amount of power ?

    This way it could be enough to place one or two of them in fighter, and we could use space to actually build nicer ships, same way instead of 150 000 generator blocks onboard cruiser there would be 150 of them and we could use rest of space inside to build proper engine rooms or make ships look better.



    Basically make SD HCT xm3.4 Power block much more expensive and increase efficiency .
     
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    do you guys know how to create efficient reactors? using the x y z axis? or do you just clump them
     
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    Yes x y z axis i said there \"to build efficient generator we need to stack them in certain way \"

    the point is not to make more energy but to adjust single SD HCT xm3.4 Power block to make more energy, for much higher price in production costs, this would save lot of space. ( call it miniaturisation )

    Its important specially for builders who used to create real functional ships with interiors or replicas lack of space is big issue. It wont hurt rest of players.

    Also many ships could significantly decrease blocks count.

    right now many ships are filled out with generators .
     
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    More power, less Mass cost, is there a reason this wouldn\'t be exploited to make better and quicker ways of killing other ships? Ships made for looks and not function do not need excessive power supplies, only vessels using large engine and weapon arrays do,
     
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    Im found have many small L shape in you ship does really well to help power. i make my walls 4-6 layers thick using the inner layers to make power.
     
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    Nootau \"Ships made for looks and not function do not need excessive power supplies\" sounds like insult for me. i always build ships that should look good and be functional.

    Agree but what if i want to build ship that looks good and is functional and balanced? For example try to build good replica of Klingon BoP 1:1scale around 110m long, suddenly you will realize that there is no way to fit necessary power generators in order to have properly functioning radar jammer with cloak ? or it will barely working with almost whole hull filled with generatos? (i dont even want to have on it strong shields or super efficient cannons, yet its simply impossible to have it working cause groups of my power generators takes too much mass )

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    People tends to build over powered tetris chunks that hard to call ships i know, and they are griefing around.

    Ok\' Let them build overpowered flying destructor with 500 000 power generators if each of them would cost 50k

    Finally why because of them, others have to resign from rational solution to power generation?

    Why even bother to fight with them ? If we have problem with such players maybe better to find server with mature players instead ? Or vote for ban if they are problem. Or just build ships same way as them if we really must fight those kids on servers. All chances will be equal anyway.

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    miniaturisation of present power generators at much higher production cost and shop prices would be good thing.
     
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    Ridic Poison really i know those building tricks yet they are simply not enough.

    I want to have real ship from star trek that is with sick bays, storages, crew mess, hangers, engine room that looks like one with nice immitation of glowing power core in center and consoles around, corridors decoration. And i want it to be BoP a functional small warship with normal firepower and weak shields that can cloak and jamm missiles for longer period of time or best scenario perm cloak.

    this is really simple example < there is no way to build it functional just because of mass.

    I dont get it why people tends to oppose good ideas.
     
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    Large permacloaked ships aren\'t balanced, if you want permacloaked big ships dont make energygenerators better, reduce the cloakers power cost
     
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    You have right here that could solve my klingon bird of prey issue at least partially .

    But have you read all arguments? Im building real ships not drones. And I dont want this change just because of cloaking abilities, generators simply take too much space inside ships, its pain in ass of many many builders.

    Besides 110m long ship is small like frigate or corvette maybe escort or something, and right now with my ship at least 60-70% total mass and block count are power generators.

    If i want it to be able to cloak, jamming is impossible already together with cloak, and ship isnt finished lack of hull plating in many areas, ive reached magic treshold.

    And if i want it to work, this ship will not look anymore like one i wanted to build , not to mention from inside where instead of power generatoras i should put all rooms corridors lights and decoration .

    Damn it! take US Navy nuclear powered aircraft cariers, how much in % u think their reactors take in total vessel mass and volume?
     
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    First of all, this IS in fact a problem limited for Super-Stealth ships alone. Combat ship of any size can easily get energy arrays anywhere and get enough power for continuous fire, driving full speed and recharging shields at the same time. The problem arises only when considering cloak and jamming. Separately they\'re not that much harder to get permanent, it simply requires to stick to the method. Combining them is what makes it almost impossible to pull out having any hull whatsoever. Still, you can make an entire outer surface out of power blocks and decorate it with some armor, and it will work, the only backfire is that you will be extremely vulnerable to Powerdrain Beams.

    If said suggestion will be implemented, considdering how infinitely easy it is to get money and find untouched shop right now, everyone gonna roll Super-Stealth Titans immediately.
     
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    To increase duration of your cloak, you likely need to add batteries instead of reactors. Reactors only store so much power, so increasing the amount of storage should improve your cloak duration.

    You\'ll need a boatload of those too, but they just need to be touching, not in any other specific shape (lining the hull with batteries should work fine).

    I\'ve found that stick reactors provide the most power for the space/mass, so run a couple strips down the length of your ship and you should be better off.

    You could also switch up to a different class of Klingon BoP model - the traditional \"Bird of Prey\" is only 110 or so meters, but the nearly identical-in-appearance K\'vort class is 678 meters. The also identical B\'rel and D\'Gavama classes are 88 meters.

    Blast the Star Trek producers for being so cheap with ship models ....
     
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    Going to have to disagree. Starmade energy generators encourage a function over form style building, if you\'re trying to build a ship that replicates something from a work of fiction, and it doesn\'t function well against ships that are designed to work well with what exists, that\'s too bad.

    To put it simply, there\'s a reason people don\'t build real life military ships and vehicles to replicate ones in fiction - they don\'t function well in the real world. This is because fictional ships are designed by artists, not engineers.

    The energy systems provide a higher skill ceiling for building ships, and can really show the difference between an expert and a beginner, so personally, I think they should stay.
     
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    I call bullshit. A reactor with 200 x/y/z (you said 100 length ship, the bird of prey seems to be as wide as it is long, plus a bit of height) produces around 151k power. That is enough to cloak+jam around 100 mass. Which means that only 20% has to be power generators.



    If 70% of your ship is power generators, then you are doing something very wrong.
     
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    I agree with you 100 percent.

    I\'m always frustrated that I end up with little to no interior space in my medium-small ships; that they all wind up full-up with power generators.

    Also, in a large ship, when building power generators, it\'s CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK for hours on end until you finally end up with enough modules... more generation per block would be much better :)
     
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    If everyone has access to this, and it\'s not a bug, it won\'t be \"exploited\" by people who use it at all.

    If I\'m going to put in the effort to make a 1:1 scale Odyssey-class ship (Star Trek, the Enterprise-F was Odyssey-class), I\'m going to want it to be functional, and function well at that.
     
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    looks like you are real smartass Cerapa im telling you there is no way i can squeeze enough power from this thing in order to have jammer and cloak working together
     
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    I was quite harsh previously and I apologize for that. But I think it should be possible to cloak and jam that ship with the current system.



    May I ask for the specific stats of the ship(mass, current power generation, length, width, height)? I would appreciate a closer look at the ship itself as well if you would be willing to upload the blueprints.
     
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    How about simply adding a server config option, allowing you to multiply the output of the power generators? This way people can chose at least, and the implementation would be easy as pie.

    Personally I rather like that cloaking ships are rare and only moderately dangerous; I doubt I\'d play a server where cloaking warships is the norm - but I don\'t see any reason why others shouldn\'t have the option to play the game differently.