The choices are:I agree with Az14el. It seems extremely backwards and wasteful to fix crew, then fix power, then refix crew to fit that new system.
I'm not asking for the "NPC crew pillar" to be destroyed - I'm asking for it to exist. Currently it's like a short stump that doesn't support any weight because it was started but never finished. Because the "NPC crew pillar" doesn't exist enough to support any of the weight of the building, the building is falling down.To put it simply, or at least a slight bit clearer, imagine there are six pillars: Power, Weapons, Support, Decor/armor blocks, NPC, and Galaxies. There are lesser pillars as well, and all the pillars have cracks and bumps and will never be perfect, but nevertheless hold up the building called Starmade. What you're asking for is to destroy a part of NPC and fix it, then absolutely redo Power, then destroy that same part of NPC and again rebuild it. It's a waste of mortar, energy, and time.
Reduce tedium? Sure, but only because the new system wants a maximum of 15% of ship volume to actually be systems, and not because those systems are actually more interesting to design. Increase depth of ship design decisions? No.The new system, at least as I imagine it, will reduce tedium and increase depth of ship design decisions.
From my perspective; the "overhaul proposal" is to remove power from the game completely and replace it with "heat with buffer zones" in an attempt to encourage ship builders to create interior spaces for NPC crew that don't exist and to encourage "role players" to role play the act of dying from excessive heat (due to trying to exist in spaces that are so hot that even system blocks can't function).I don't see why the power system itself would be made to conform around other systems, especially the NPC. If anything, all systems should conform around it, and it should stay in a defined state with bug fixes here and there, maybe some balancing. Not rewrite it every time a single aspect is changed. Also, even though NPCs are unfinished, they are implemented, and do provide some use, even if rp only. After all, it is still early alpha, and better implementation is one of the next things planned to come soon.
As for the original post, it is nearly impossible to write up a proposal, get the community to agree on something, then code it into the game. I'd give it three months at the least before the first baby step is introduced. Besides, we don't eve know how power will be implemented at this point. All we know is that the community is in turmoil, the proposal was torn to shreds and put on a shrine, and that Schine has gotten better ideas for the system and that a new proposal is likely to be made soon. So I'd recommend forgetting this system and wait for the new proposal.
You are making assumptions about the specific nature of how those systems are going to be designed and wether or not it will be interesting. And it will definitely increase the depth of design decisions, because placement and armoring of systems will be extremely important, and so would be the balance of quantity vs. power of reactors.Reduce tedium? Sure, but only because the new system wants a maximum of 15% of ship volume to actually be systems, and not because those systems are actually more interesting to design. Increase depth of ship design decisions? No.
And combat? Combat is going to be shit. Remember core drilling? Say hello to that again. One missile direct to the power reactor core and whoops, game over.
Fixed that for you.placement and armoring of systems is extremely important
One missile or even likely an explosive cannon hitting the power core on any ship small enough to only need a single power reactor core is going to be instantly K/O'd. That's exactly the same as core drilling, except it's not labeled.And it would not even remotely be core drilling.
It's not important though, because you just fill every inch of your ship with systems. There is no putting extra armor over your power or shields, because your power and shields comprise your whole ship. The only exception to this is auxiliary power.Fixed that for you.
One missile or even likely an explosive cannon hitting the power core on any ship small enough to only need a single power reactor core is going to be instantly K/O'd. That's exactly the same as core drilling, except it's not labeled.
Sorry, id rather not have to go back to ye olden days where getting your core hit once destroyed you. Didnt matter if you where small or large.It's not important though, because you just fill every inch of your ship with systems. There is no putting extra armor over your power or shields, because your power and shields comprise your whole ship. The only exception to this is auxiliary power.
And if you understood what I had said, it isn't a question of needing more than one reactor, it's a question of being able to mount more than one reactor. Do you put one big reactor that produces a lot of power efficiently but that totally disables you if it gets destroyed, or do you have a less efficient setup with multiple reactors that can still function if one or more of them is damaged. That is a meaningful design decision that, if these changes are implemented in a competent manner, will be possible where it was not before.
So small ships will be less durable? Good. Combine that with better AI and thrusters that actually produce thrust and then perhaps fighter combat will not just be 20 minuets of two ships clumsily sliding around and shooting each other to almost no effect.
It's not important though, because you just fill every inch of your ship with systems. There is no putting extra armor over your power or shields, because your power and shields comprise your whole ship. The only exception to this is auxiliary power.
Yes, let me fill up even more of my ship with unusable heat box volume using less efficient reactors. I can already see where this is going for small ships- a glass cannon meta.And if you understood what I had said, it isn't a question of needing more than one reactor, it's a question of being able to mount more than one reactor. Do you put one big reactor that produces a lot of power efficiently but that totally disables you if it gets destroyed, or do you have a less efficient setup with multiple reactors that can still function if one or more of them is damaged. That is a meaningful design decision that, if these changes are implemented in a competent manner, will be possible where it was not before.
Yes, let's completely ruin the already low durability of small ships to make FIGHTER COMBAT slightly faster.So small ships will be less durable? Good. Combine that with better AI and thrusters that actually produce thrust and then perhaps fighter combat will not just be 20 minuets of two ships clumsily sliding around and shooting each other to almost no effect.