The solution was not Adding Auxiliary Power...

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    Why do we have a power soft cap of 2 million? this is the reasoning behind power generation docking. Auxiliary just seems like a useless block addition to me. remove the power Softcap and Aux power and you will have the same thing with less systems
     
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    If you eliminate the soft cap you make larger and larger ships exponentially more power efficient. It is a way of keeping giganticism in check.
     

    Lecic

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    Auxiliary power was absolutely the solution. It's a way of keeping big ships in check.
     
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    Some advice: Don't build solid cubes of it. You will have a bad time.
     
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    I think the biggest criticism is that it adds another weakness to larger ships. While I like the mechanic of volatile system blocks, I haven't done too much testing but it probably will need to be tweaked. Other than that I like that they have added another power generation mechanic. There is no soft cap for power capacitors so the new meta could be interesting. Knowing when to discharge auxiliary and when to recharge will add more to piloting ships.
     
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    if big ships are that bad why not place a size limit in dimensions and or weight ?
     

    Lecic

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    if big ships are that bad why not place a size limit in dimensions and or weight ?
    Because the developers do not want to put a hard cap on what ships you can build.
     
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    To be honest the only thing I wished they would do is bring back the axis tree thing for the new red power block, apart from that I kinda like the new system
     
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    for the argument, why not ?
    Because having an "ERROR: Max Size" pop up when you're trying to add an antenna or other fiddly bit on your titan is a big turn off.

    Servers can already implement size limits if they choose.
     
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    Because having an "ERROR: Max Size" pop up when you're trying to add an antenna or other fiddly bit on your titan is a big turn off.

    Servers can already implement size limits if they choose.
    sooo the lag problem had been salved ?

    and we wont:
    build segments of ships that are dock and lock in with all their own power and shield regen and use the rail docking system to slide back and fourth segments to expose to fire or retract to withdraw from the fire?

    and semi encapsulated turrets with on every segment a soft cap maxed out powerline structure
    that might have a jiggle wiggle when the attachment point gets shot?
    [doublepost=1473532939,1473531883][/doublepost]btw not that I will
    with the somewhat removal of the injectors my desire to construct has diminished

    not that I don't wish people to have a crisp and low ping game experience

    not that I MUST HAVE INJECTORS

    its just that every time I find a game that has a interesting oddity... it gets ironed out
    rendering the game streamlined and dull

    some of you will argue that this game doesn't get dull over this unavoidable patch
    but I doubt it will be the last thing that will get taken out of the game in favor of THE STREAMLINE

    erm

    yea sry guys
     

    Lecic

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    for the argument, why not ?
    Because the devs don't want to.

    s just that every time I find a game that has a interesting oddity... it gets ironed out
    rendering the game streamlined and dull

    some of you will argue that this game doesn't get dull over this unavoidable patch
    but I doubt it will be the last thing that will get taken out of the game in favor of THE STREAMLINE
    This "streamline" was absolutely necessary for the future of the game, which will feature fleet battles in unloaded combat. There's no real easy way to determine how much power a docked reactor is supplying, but it is very easy for them to determine how much power these supply.
     
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    I like the idea of unstable power but is it necessary to introduce a new block? Maybe a an option (similar to the thruster settings) for "overdrive" would do the same thing. In that case you could choose between low but save or high and dangerous supply.

    If the explosion can affect other blocks I would build a warp core that can destroy the whole ship if damaged but offers compact and efficient energy.
     

    Dr. Whammy

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    Personaly, I think these need a rework.

    I just built a craft with a standalone 7 million power generation/sec and no docked reactors. I slapped on some auxiliary units to see what would happen and when I activated the aux system, ALL the power was dumped into the main power. It did this even though my capacitors were full; effectively wasting any surplus energy generation.


    Real DC electricity doesn't work this way so it doesn't make sense for a sci-fi auxiliary battery to behave in this manner.
     
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