Fuse/Breaker Boxes and electrocution
Would this add game play or be annoying, or should this be a mod?
Proposal:
Functional blocks become an electrical hazard when damaged.
Electrocution would be similar to being too near a block welder when on.
Fuse/breaker boxes would offer a way of isolating the electrical supply to the affected blocks.
Fuse/breaker boxes would need to be manually accessed to isolate or restore power to the functional blocks.
Fuse/breaker boxes with 4 breakers would isolate 4 nearby functional blocks.
No physical wiring would necessary, but the box would need to be placed near the functional blocks and SE magic would do the rest. The functional blocks allocated to the fuse/breaker box would need to be set on the fuse box menu.
Lighting should be excluded from this.
If there is no fuse/breaker box or it is destroyed what should happen?
Which blocks should become hazardous, which should not?
Should there be more breakers per fuse/breaker box?
The large antenna would be my first choice for a block with an electrical hazard when damaged, it has sparks indicating the danger.
The large antenna would be my first choice for a block with an electrical hazard when damaged, it has sparks indicating the danger.
As structured here with all functional blocks becoming an electrical hazard, you've just guaranteed that people will have an extremely hard time if not made it outright impossible to repair their ships should they become sufficiently damaged. Reason being is they're never able to get close enough to effect any meaningful repairs. If you're unable to isolate said effected blocks, the only other way to stop them from being a danger would be shutting off the entire grid which isn't always an option.
Something like this would be good for scenarios and scenario editing, but far as actual survival gameplay or similar, this would be more irritating than it would be anything else. Other than adding a potential environmental hazard to have a hazard, what would be the purpose of this? Like legitimately other than potentially frying me if a block gets too damaged, why would I want this?
As structured here with all functional blocks becoming an electrical hazard, you've just guaranteed that people will have an extremely hard time if not made it outright impossible to repair their ships should they become sufficiently damaged. Reason being is they're never able to get close enough to effect any meaningful repairs. If you're unable to isolate said effected blocks, the only other way to stop them from being a danger would be shutting off the entire grid which isn't always an option.
Something like this would be good for scenarios and scenario editing, but far as actual survival gameplay or similar, this would be more irritating than it would be anything else. Other than adding a potential environmental hazard to have a hazard, what would be the purpose of this? Like legitimately other than potentially frying me if a block gets too damaged, why would I want this?
hmmm... While I like the idea of some manner of hazard being possible while going through a damaged area, electrocution as such would be more annoying than anything. Another option though... I'll share that in a minute.
-Going to find a panel to shut the power off from (you described a switch panel, fuses/breakers kill themselves in the event of problems unless they're defective or someone cut some corners) would be annoying, and barring a major drawback would just result in people just adding them in after they needed a fix and removing them when done.
-Damage to panels tends to produce an electrical arc hotter than the surface of the sun, quickly turning involved metallic conducting mediums in to a plasma (that is also conductive) that takes up a lot more space than it did as a solid (think of a penny's worth of metal explosively becoming a refrigerator). In the end it tends to melt large holes in things and blow people and equipment across the room.
Now if you want a more practical damage-hazard with a prevention-mechanic, good old fire seems like it would do perfectly. People could build suppression-systems on ships, or drive/fly in to a lake, or depressurize before battle / vent the burning area in to space (assuming what's burning needs air), or just pick up an extinguisher-tool.
hmmm... While I like the idea of some manner of hazard being possible while going through a damaged area, electrocution as such would be more annoying than anything. Another option though... I'll share that in a minute.
-Going to find a panel to shut the power off from (you described a switch panel, fuses/breakers kill themselves in the event of problems unless they're defective or someone cut some corners) would be annoying, and barring a major drawback would just result in people just adding them in after they needed a fix and removing them when done.
-Damage to panels tends to produce an electrical arc hotter than the surface of the sun, quickly turning involved metallic conducting mediums in to a plasma (that is also conductive) that takes up a lot more space than it did as a solid (think of a penny's worth of metal explosively becoming a refrigerator). In the end it tends to melt large holes in things and blow people and equipment across the room.
Now if you want a more practical damage-hazard with a prevention-mechanic, good old fire seems like it would do perfectly. People could build suppression-systems on ships, or drive/fly in to a lake, or depressurize before battle / vent the burning area in to space (assuming what's burning needs air), or just pick up an extinguisher-tool.
Seems like a contrived complication for the sake of a complication to me.
The antenna example is completely wrong - the antenna has no power source of its own, the power source is the transmitter (non-existent in the game) and the energy is transported to the antenna by a waveguide tract, also non-existent in the game.
What's more - the transmitter - as a power source - very sensitively "senses" the state of the waveguide tract and antenna. And in case of any problems, it takes the simplest action - it shuts down.
Seems like a contrived complication for the sake of a complication to me.
The antenna example is completely wrong - the antenna has no power source of its own, the power source is the transmitter (non-existent in the game) and the energy is transported to the antenna by a waveguide tract, also non-existent in the game.
What's more - the transmitter - as a power source - very sensitively "senses" the state of the waveguide tract and antenna. And in case of any problems, it takes the simplest action - it shuts down.
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