Energy / Health / Shields
My idea is there should be an Energy Capacitor block, which basically functions like a hydrogen tank, but for power. There should be an additional bar under hydrogen level to indicate how much energy is stored. This energy would be able to be directed towards shields, thrust, weapons or just saved. Directing the energy could be done with 4 block actions on the hotbar for directing energy towards each of the systems or none. If energy is directed to shields, the shield would activate, draining a set amount of energy per second. Then for every point of damage taken to the shield, would deduct e.g. 1 / 1000 * mitigation% of energy per damage from the energy level. The amount drained while the shield is just active and not taking damage does not need to scale with the size of the ship to keep things simple, as it is minimal. If energy was directed to thrust, it would act as a booster of sorts that just drained a set amount of energy per second. If energy was directed to weapons, energy would be drained per second and each shot would deduct a point of energy from the bar as well. If the energy wasn't directed to anything, it would slowly regenerate depending on the capacity of the reactors of the ship.
I think this would create a more fun interaction during ship battles in the game and make room to introduce a new block (energy capacitor) with a unique system.
Maybe shields could require an additional Shield Generator block or just be a standard feature of the Energy/Power Capacitor block.
Maybe shields could require an additional Shield Generator block or just be a standard feature of the Energy/Power Capacitor block.
Shields are a no. They can't be balanced in a game like SE, adding them in removes more build/play styles than it adds.
As for the rest of it... The capacitor-systems in other games imply that the ship/mecha/whatever can't output enough power to supply everything at max output and needs both the capacitor to pick up the slack (similar to how some people use batteries in SE1), and nearly everything else to not operate at full power. While having the ability to redirect power this way to prioritize certain systems in the event of a deficit would be cool, I'd doubt that most players wouldn't just build things with the reactor output to run everything at full all the time.
Shields are a no. They can't be balanced in a game like SE, adding them in removes more build/play styles than it adds.
As for the rest of it... The capacitor-systems in other games imply that the ship/mecha/whatever can't output enough power to supply everything at max output and needs both the capacitor to pick up the slack (similar to how some people use batteries in SE1), and nearly everything else to not operate at full power. While having the ability to redirect power this way to prioritize certain systems in the event of a deficit would be cool, I'd doubt that most players wouldn't just build things with the reactor output to run everything at full all the time.
Could be an interesting thing depending on how it's used. What I'm reading is basically it can be a buff to x system depending on use, or a battery for other stuff like a shield generator. I would say if a shield were to be implemented based on this suggestion it should take 2 blocks. 1 for a capacitor, 1 for the generator itself.
Also do be warry in mention energy shields. the anti-shielders will swarm you in full force because "omg no shields in my game ever cause pvp" and that type of junk. Several of them have already been told multiple ways of how to balance shields including turning them off if they don't want to use them. But far too many insist on "no shields ever cause pvp" and want to be catered to all the time even if it means a worse game.
Could be an interesting thing depending on how it's used. What I'm reading is basically it can be a buff to x system depending on use, or a battery for other stuff like a shield generator. I would say if a shield were to be implemented based on this suggestion it should take 2 blocks. 1 for a capacitor, 1 for the generator itself.
Also do be warry in mention energy shields. the anti-shielders will swarm you in full force because "omg no shields in my game ever cause pvp" and that type of junk. Several of them have already been told multiple ways of how to balance shields including turning them off if they don't want to use them. But far too many insist on "no shields ever cause pvp" and want to be catered to all the time even if it means a worse game.
Do you want gravity generators? Do you want jump engines? Interdictor? Tractor beam?
Whatever you like.
Each of the above devices contains at least one gravitational structural element. And each gravitational structural element contains at least one black hole - one collapsar.
The mass of a collapsar, a black hole the size of a proton, is at least 50 tons.
Its measurable effect is manifested up to a distance of about 1x1x1m...
Take more for greater range... And stand on the scale...
Do you want gravity generators? Do you want jump engines? Interdictor? Tractor beam?
Whatever you like.
Each of the above devices contains at least one gravitational structural element. And each gravitational structural element contains at least one black hole - one collapsar.
The mass of a collapsar, a black hole the size of a proton, is at least 50 tons.
Its measurable effect is manifested up to a distance of about 1x1x1m...
Take more for greater range... And stand on the scale...
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