Ok before I get to the main post I would like to post some disclaimers:
-I may not be the first to post something similar to this, I have not seen any other posts along this line, and as such I am creating this to raise awareness of the possibility of this.
-As the idea develops further I will post edits to describe what could be, at the initial time of post it will have very little in the way of exact numbers, functions, and names for blocks, and anything that is on here is subject to change.
Ok, onto the main idea:
- Summary of the idea:
Blocks like thrusters, power reactors, power storages, shield rechargers, shield capacitors, and possibly jump drives would be changed into a multi tiered system for each respective block. Within this tiered system, each tier of these blocks will have their own special positive and negative effects to the entity in question. With this system in place, more dynamic ship building practices would become apparent as the builders would have to be aware of what they want their ship to be capable of, and as such know which tier of these blocks they will use.
-Initial Specifics: (Remember No tier is final, nor are its effects or stats)
-Shields
TBD
-Power Capacitors
TBD
-Jumpdrives
TBD
In some hours from the time of original posting I will further expand the areas in which are currently blank, I felt that I wanted to get the general idea off my head before delving into the major specifics of all the blocks I feel would benefit from this change
-I may not be the first to post something similar to this, I have not seen any other posts along this line, and as such I am creating this to raise awareness of the possibility of this.
-As the idea develops further I will post edits to describe what could be, at the initial time of post it will have very little in the way of exact numbers, functions, and names for blocks, and anything that is on here is subject to change.
Ok, onto the main idea:
- Summary of the idea:
Blocks like thrusters, power reactors, power storages, shield rechargers, shield capacitors, and possibly jump drives would be changed into a multi tiered system for each respective block. Within this tiered system, each tier of these blocks will have their own special positive and negative effects to the entity in question. With this system in place, more dynamic ship building practices would become apparent as the builders would have to be aware of what they want their ship to be capable of, and as such know which tier of these blocks they will use.
-Initial Specifics: (Remember No tier is final, nor are its effects or stats)
-Tier 1: Basic Thruster
Positive Effect: Reduced Energy draw when in a group up to 50
Negative Effect: Reduced maximum speed by 15%
Same Base stats as current thruster
-Tier 2: Compact Thruster
Positive: Reduced energy draw by 25%, reduced mass
Negative: Reduced thrust per block (when in groups larger than 5 thrust per blocks halves), exponential mass increase when grouped
-Tier 3: Large Thruster
Positive: Increase turning speed by 15%, when in groups larger than 1000 power usage is reduced to 50% increase compared to base thruster
Negative: Mass increased by 3x compared to base thrusters, use 75% more power
These thrusters power usage is based on individual groups of them, meaning that an efficient group will not affect the power usage of an inefficient group.
-Tier 4: Afterburner Thrusters
Positive: When activated provide a 25% boost to maximum speed (stacks with overdrive), Increases acceleration by 50% when active.
Negative: When activated, increases power usage of all thruster systems by 115%, along with adding its own power usage in; this system will provide no thrust increase when not active
-Tier 5: Cruise Thrusters
Positive: Increases maximum speed by 35%, When afterburners are active with this thruster increases maximum speed by 150%
Negative: Decreases turn speed by 30%, and by 75% when afterburners are active; When above 50% normal server speed shield regen is disabled along with weapon systems
Positive Effect: Reduced Energy draw when in a group up to 50
Negative Effect: Reduced maximum speed by 15%
Same Base stats as current thruster
-Tier 2: Compact Thruster
Positive: Reduced energy draw by 25%, reduced mass
Negative: Reduced thrust per block (when in groups larger than 5 thrust per blocks halves), exponential mass increase when grouped
-Tier 3: Large Thruster
Positive: Increase turning speed by 15%, when in groups larger than 1000 power usage is reduced to 50% increase compared to base thruster
Negative: Mass increased by 3x compared to base thrusters, use 75% more power
These thrusters power usage is based on individual groups of them, meaning that an efficient group will not affect the power usage of an inefficient group.
-Tier 4: Afterburner Thrusters
Positive: When activated provide a 25% boost to maximum speed (stacks with overdrive), Increases acceleration by 50% when active.
Negative: When activated, increases power usage of all thruster systems by 115%, along with adding its own power usage in; this system will provide no thrust increase when not active
-Tier 5: Cruise Thrusters
Positive: Increases maximum speed by 35%, When afterburners are active with this thruster increases maximum speed by 150%
Negative: Decreases turn speed by 30%, and by 75% when afterburners are active; When above 50% normal server speed shield regen is disabled along with weapon systems
-Tier 1: Light Reactors
Positive: Reduced Mass by 60%, Increased ship resistance to explosive weapons by 20%
Negative: When built in more than 1 dimension efficiency is decreased by 30%, with a cost of 20% less power per block; Reduced baseline power production by 35%; Beam weapons have a 10% chance to cause system cycle.
-Tier 2: Ionic Reactors
Positive: Per block power production increase by 35%, when build in multi-dimensional groups efficiency of this increases by 30%.
Negative: When built in only one dimension efficiency decreased by 60%;
This type would work in tandem with the way the current ones work in terms of how to make it efficient, with the exception of single dimension builds.
-Tier 3: Fission Reactors
Positive: When in block-like groups efficiency is increased by 75% (Only when above 3000 blocks), baseline power production is increased by 50%
Negative: When in groups smaller than 500, efficiency is reduced by 60%, between 500 and 2500, by 40%, and between 2500 and 3000, by 20%; Upon any received damage to block, has a 75% chance to explode, causing a 10 block radius explosion, and each explosion counts as damage to this reactor.
The Power Reactors and Shield Rechargers in particular will be what I request the most feedback on balance, as they are the hardest to find a good balance for with what they are designed to do.
Positive: Reduced Mass by 60%, Increased ship resistance to explosive weapons by 20%
Negative: When built in more than 1 dimension efficiency is decreased by 30%, with a cost of 20% less power per block; Reduced baseline power production by 35%; Beam weapons have a 10% chance to cause system cycle.
-Tier 2: Ionic Reactors
Positive: Per block power production increase by 35%, when build in multi-dimensional groups efficiency of this increases by 30%.
Negative: When built in only one dimension efficiency decreased by 60%;
This type would work in tandem with the way the current ones work in terms of how to make it efficient, with the exception of single dimension builds.
-Tier 3: Fission Reactors
Positive: When in block-like groups efficiency is increased by 75% (Only when above 3000 blocks), baseline power production is increased by 50%
Negative: When in groups smaller than 500, efficiency is reduced by 60%, between 500 and 2500, by 40%, and between 2500 and 3000, by 20%; Upon any received damage to block, has a 75% chance to explode, causing a 10 block radius explosion, and each explosion counts as damage to this reactor.
The Power Reactors and Shield Rechargers in particular will be what I request the most feedback on balance, as they are the hardest to find a good balance for with what they are designed to do.
-Shields
TBD
-Power Capacitors
TBD
-Jumpdrives
TBD
In some hours from the time of original posting I will further expand the areas in which are currently blank, I felt that I wanted to get the general idea off my head before delving into the major specifics of all the blocks I feel would benefit from this change
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