Fuse/Breaker Boxes and electrocution

Deon Beauchamp shared this feedback 6 days ago
Not Enough Votes

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?

Replies (4)

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The large antenna would be my first choice for a block with an electrical hazard when damaged, it has sparks indicating the danger.

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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?

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Do you have any thoughts on the questions at the end of my post?

Another question I asked myself when I wrote the post was on the range of the danger. It could be that electrocution would open happen at the block when a tool was applied to it without isolation. This would be my default, but with a few types of functional block I think that the range should be an extra block similar to the standard welder range.

As for why, it is engineering and the game could do with a little more.

With any luck the game will let you employ a crew to assist.


Situations like this could tie in with multi-crew ships, where a crew member could be a specialist in the repair of such tasks, given protective gear and other tools. This could include NPC and player crew.

Crew could get injured and need medical assistance. Your first responders take them to the medical room. Your electrician is deployed to make the area safe. All while you are piloting your ship avoiding further incoming flak. It all adds to the experience.

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@Deon: The concept of this as a whole just seems convoluted and adding complication purely to add complication and adds no value for general gameplay purposes. If this was something for a scenario then sure. But general gameplay wise, this would drastically slow down repairs on ships that already exist and would make it much more irritating to actually get work done on said ships. Just to give a hypothetical example. let's suppose that a meteor hits my ship and causes a gas tank to rupture damaging all the blocks around it. Now in addition to the gaping hole in the side of the ship where the tank used to be, I now have to deal with a giant electrical field that prevents me from even getting close enough to repair anything.


This would be more irritating than it would be anything else and is not something I would ever advocate for.

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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.

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Hazards on board in SE - Yes

Fire - yes

Hot Steam - yes

Whirling clang thing with daggers - yes

Cracked laser mirror gone mad - yes

Reactor core leak - yes


Electric thing sparky death - no.......why? SE - a mission to overcome a problem.

Think gamify.


Plasma containment field collapse - yes

Unexploded ordinance embedded in armour - yes

CaptainBladej52 boarding your ship unannounced - may be.

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...Hot Steam...

Are we flying an old train around? I don't know what we'd need to pipe hot steam around for, and a suit that can protect you from the wild temperature extremes of space can probably handle some steam for a bit. Some manner of corrosive gas would make more sense here as such reactive substances have a variety of uses.


...Whirling clang thing with daggers...

The intake of an atmospheric engine should absolutely shred things, that is explicitly what the front-most set of blades on many jet engines are for. how else would we explain to Niska's men that this is what's best for everyone?


...Cracked laser mirror gone mad...

While certainly a distraction/blinding hazard, I'm not certain the Trans Siberian Orchestra would work well as a hazard capable of directly causing damage. Also, damaged laser-focusing equipment tends to just melt instead of inflicting laser-burns on things around it.


...Reactor core leak...

Sounds like a fine late-game hazard assuming your reactor involves something that can leak (seriously, why do people think nuclear waste can leak? Nuclear waste is a variety of solids encased in other very durable solids).


...Electric thing sparky death...

Perhaps its just because I'm an electrician IRL, but the way the electric-hazard system was described would just break immersion, and we'd need to come up with some significant drawbacks to avoid people just ignoring it entirely until something gets damaged and then pulling some cheese to circumvent it.


...Plasma containment field collapse...

That by itself isn't a persistent hazard, that's a magnetic field dissipating immediately followed by fire (another hazard entirely) and/or an explosion.


...Unexploded ordinance embedded in armor...

Defusing that might me an interesting mechanic, but the chance one lodged projectile's detonation will be a meaningful issue in a game where you can respawn and just throw some mats at a hole to repair it is next to none, and allowing more than one is just asking annoy both an attacker for all the faulty ordinance they'd be firing and a defender/repair-crew for all the explosive's they'd have to disarm after a ship spends three seconds in range of all the people that will inevitably be flying a small America's worth of ordinance around.


...CaptainBladej52 boarding your ship unannounced...

This is already an in-game mechanic in SE1, it is prevented by automated turrets and the threat of said PvE player provoking a PvP response.

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Sad, no fun, no adventure....I'll go back now to wiring 3PTNE H07RN-F to 63A CEEFORM connector for plugging into RubberBox Distro.

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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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Is the antenna made of metal, does it require power to function?

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How is an antenna different from a metal pole?

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Do metal poles require power?

This is SE and the Antenna block is more of a name than all of its functions.

Transmitter PCB can be relatively small when compared to the size of pole, unless you are talking vacuum tube tech.

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