- Joined
- Aug 10, 2013
- Messages
- 290
- Reaction score
- 367
Allright.
Let's start with the good parts.
There ARE some good things in the new power system video.
Namely power priorities, the long overdue fix for weapons consuming power before firing ( I don't know why was this not treated as a bug sooner; ATM if there's not enough power to shoot a weapon, attempting to shoot it will still drain what little power you DO have. Been like that since forever. ) , and changeable reactor presets...
... Except, you know when I log in to post, it can't mean all is well.
There are a couple conceptual errors here.
1. - Stabilizers.
So, they "stabilize" the reactor, by being FAR AWAY from said reactor? The closest IRL thing the name reminds me are reactor control rods or maybe the bath that keeps the fission material under control.
Imagine what would happen if either of those would not be inside the reactor but on the other side of the building.
That aside, when I build a ship, I pick a nice cozy spot for a reactor room, and I want my reactor to be there and there alone. I don't want part of the reactor in the tail fin and part in the prow ornament.
It's a waste of space, it's not how reactors work, and it promotes a certain kind of ship shape over the rest ( long and thin in either direction over stocky types.)
How to fix:
Delete stabilizers and the new reactors. Keep old reactor and power tank, but make the reactor's power generation scale like the powertank ( quantity matters, not shape ). Make both block types volatile like current auxiliary reactors. Give each group a turn on / turn off button.
"..b-but then it favors size and it's unfair for small ships!!!"
- NOT! It's actually way worse to try and cram in numerous 3-dimensional powerlines into what little room is available in a small ship than it is to draw a few neat lines in a much bigger ship.
Just balance the numbers to give you the same pow.gen. in a small ship as you could get with the very best powerline layout.
2. - Reactor Chambers.
Sooo, I'm flying now, so I turn on my THRUSTER REACTORS....... then I wanna shoot at something, so I turn that reactor off and start up a different reactor that is more... shooty but not so speedy?
Nope. You don't want to hear the expletives that flood my mind at this moment.
A reactor, or a number of reactor puts out power. Period. That's that.
Priorities window alone could do what your overcomplicated "chambers" do without wasting precious room and mass in the ship.
How to fix:
Delete every chamber block. Make systems performance depend on how much power you've rooted to them via the priorities menu. ( more power to acceleration, top speed, ship weapons, turret weapons, etc, you had a good idea there. ) Let the player save a number of presets. Let it be changed via key commands, or a new piece of the HUD. ( Star Trek Online comes to mind. They did it pretty well )
"b-but it adds depth to ship customization!!!"
-Yyyeah, but I've already customized my ship by deciding how much thrusters, how much cannons, etc, will I use.
TLDR:
It's what I feared. A good starting idea devolving into overcomplicated sillyness.
Schema & Co! You don't have to follow my ideas, but at least scrap your current ones about this system.
Simpler is better.
Heck, at this point I'd say it came to what the naysayers said from the start: Even the current system is better.
Let's start with the good parts.
There ARE some good things in the new power system video.
Namely power priorities, the long overdue fix for weapons consuming power before firing ( I don't know why was this not treated as a bug sooner; ATM if there's not enough power to shoot a weapon, attempting to shoot it will still drain what little power you DO have. Been like that since forever. ) , and changeable reactor presets...
... Except, you know when I log in to post, it can't mean all is well.
There are a couple conceptual errors here.
1. - Stabilizers.
So, they "stabilize" the reactor, by being FAR AWAY from said reactor? The closest IRL thing the name reminds me are reactor control rods or maybe the bath that keeps the fission material under control.
Imagine what would happen if either of those would not be inside the reactor but on the other side of the building.
That aside, when I build a ship, I pick a nice cozy spot for a reactor room, and I want my reactor to be there and there alone. I don't want part of the reactor in the tail fin and part in the prow ornament.
It's a waste of space, it's not how reactors work, and it promotes a certain kind of ship shape over the rest ( long and thin in either direction over stocky types.)
How to fix:
Delete stabilizers and the new reactors. Keep old reactor and power tank, but make the reactor's power generation scale like the powertank ( quantity matters, not shape ). Make both block types volatile like current auxiliary reactors. Give each group a turn on / turn off button.
"..b-but then it favors size and it's unfair for small ships!!!"
- NOT! It's actually way worse to try and cram in numerous 3-dimensional powerlines into what little room is available in a small ship than it is to draw a few neat lines in a much bigger ship.
Just balance the numbers to give you the same pow.gen. in a small ship as you could get with the very best powerline layout.
2. - Reactor Chambers.
Sooo, I'm flying now, so I turn on my THRUSTER REACTORS....... then I wanna shoot at something, so I turn that reactor off and start up a different reactor that is more... shooty but not so speedy?
Nope. You don't want to hear the expletives that flood my mind at this moment.
A reactor, or a number of reactor puts out power. Period. That's that.
Priorities window alone could do what your overcomplicated "chambers" do without wasting precious room and mass in the ship.
How to fix:
Delete every chamber block. Make systems performance depend on how much power you've rooted to them via the priorities menu. ( more power to acceleration, top speed, ship weapons, turret weapons, etc, you had a good idea there. ) Let the player save a number of presets. Let it be changed via key commands, or a new piece of the HUD. ( Star Trek Online comes to mind. They did it pretty well )
"b-but it adds depth to ship customization!!!"
-Yyyeah, but I've already customized my ship by deciding how much thrusters, how much cannons, etc, will I use.
TLDR:
It's what I feared. A good starting idea devolving into overcomplicated sillyness.
Schema & Co! You don't have to follow my ideas, but at least scrap your current ones about this system.
Simpler is better.
Heck, at this point I'd say it came to what the naysayers said from the start: Even the current system is better.