#Capacitor Overhaul concept
200 messages · Page 1 of 1 (latest)
(ignoring whatever lost was trying to say lol)
as it stands, unless you want to split up batteries into PDs or whatever (which really should be a QOL for power in general, not a burden placed on capacitors. Im gonna go make that it's own suggestion.)
the main intended point of capacitors is to hold more power then you generate, which is what this rework intends to get at
including the possibility of power at a rate faster then you generate it, so you get benefits even if you could afford just slapping down another reactor
which everyone can after the start of the game, keeping capacitors relevant the whole game for some tasks
it'd be interesting if it were added but i don't like the extra complexity, and i don't think it's necessary
what do you think is necessary for capacitors to be equally as useful as reactors, and not just for making sure PDs are loaded efficiently?
my opinion is that capacitors do not need to be as useful as reactors
they have a niche, they fill that niche well
imo they don't need to be changed
it's not just for pd, i also nearly always use them on small shields, and sometimes other things that are far away from the reactor
if they scale in size with reactor, aren't you pretty much always better off placing a reactor?
So I can place a 4x4 super cap that runs out in 12s or I can place a 4x4 reactor that doesn't run out ever. Plus all the power using machines are balanced to have at most 3x batteries so a reactor should be able to supply enough power that I wouldn't need tetra (or whatever) battery packs. Yes if these were added into the base game then things could be balanced against tetra (or whatever) battery packs. The only real use I could see for really big battery packs would be if you kept all your reactors in the centre of the ship then use the various capacitors as a distribution system to ship batteries out to less safe areas of the ship. That could be where you're going with the idea IDK, but I think otherwise it's increased complexity for the sake of increased complexity and doesn't really add anything... but as I said I could be misunderstanding your intent.
let my explain my logic here
as far as powering your ship goes, you have two options: reactors, and capacitors.
lets talk about tier 1 because that's currently the only size of capacitor that exists
capacitors hold immediate power after being charged, and let you use power as a total reserve rather then being balanced against an inflow/outflow, which means you can briefly use more power then you can generate from a reactor if need be, until your outflow of power outpaces your reactor restock and it runs dry
at the moment, in vanilla, you are always better off placing a reactor if you can afford it
this is something this overhaul seeks to change.
I want reactors to remain relevant no matter what stage of the game you're in, so once you're later into progression and you can put down a reactor or a capacitor without worrying about the cost, you can make a decision based on what you need in particular
a capacitor of equal tier should be better in a reactor in some ways (because otherwise there's no point to having them when people can just reactor spam all over when they can start affording it)
and worse in some ways (because balance, obviously)
in this case, better is power output, where you can temporarily burn more power output then an equivalent reactor can give out.
and worse is that doing so means that if you misjudge how much power you needed at high power flow rates, while you might have managed to dump more power temporarily then a reactor could have
you're now kind of screwed if you got your math wrong lol
because a reactor is stable power, and a capacitor is high burn power that burns out and won't replenish in a combat time frame
i am not considering pd power balancing
because that is not what the capacitor was designed for and is a weird edge case based on how power is handled in general
ive got a seperate feedback for that
so yeah, while you could just build reactor spam all over you could also save space with a bit of risk verses reward if you can figure out a good estimate for how much power you'll need stored in total for combat encounters/high power use situations
it's an alternative side-grade based on need, not a complete and total replacement.
this is not true
almost all small shield modules use capacitors, simply because lots of energy is needed at once. Also, reactors are highly explosive, further supporting capacitors in vulnerable parts of your ship. The "if you can afford it" bit makes me think you usually play career, which is fine, but in pvp, you are never better off placing a reactor instead of a capacitor in a vulnerable place or to power shields, simply because the budget would be so much better spent elsewhere
i do play career, and PVP has it's own meta which is almost entirely unrelated
ah, i rarely play career
i think when it comes to game balancing
"solo game mode you can always play" verses "game mode you can play if you happen to have friends / other people who are currently playing, and currently interested in playing multiplayer"
balancing effort is better spent on the former imo
it's more consistent for most players
i think that currently, the game is in a decent spot as far as balancing both pvp and singleplayer goes
so yes, bear in mind im balancing for career, not based on some...
arbitrary total-price-limit for ships for multiplayer fairness.
i'd personally prefer priority going to pvp balancing, but i'm obviously biased lol
my thought process is more "solo play is until you finish the game if you even choose to do it at all, but multiplayer is as long as there's an active playerbase, of which i am one"
by PVP logic you could have a block that instantly deletes your enemy's ship and explodes his computer when used and it would have zero value if it was too expensive to fit a total price limit
it's not the sort of consideration the main game has
i also think that multiplayer might have a better display of skill
but it has a worse display of creativity because any given meta will only have a few plausible strategies at best
and in a game about designing and building your own stuff, creativity is kind of a big selling point.
but thats another discussion im afraid
yeah tbh we're straying quite a bit from this thread's original idea
so yeah, tldr
reactors: steady power flow, never runs out
capacitors: can draw more power for the same size but runs out if the fight runs longer then you planned for
like Boost Thrusters but for power use instead of speed.
Medium and large capacitors would definitely be interesting for crew management
I'm for them
Maybe a line that goes up and down to show batteries instead of actual battery slots
capacitors currently r more of a buffer or for small power units, usually for factories
eh u have to be creative to make ur offmeta efficient and stil unique
old ship, will still work in modern if u fix some stuff and add eb/emp
capacitor alpha strike cannnnn work, but it's still better to use it as a buffer
I think the issue I see is to need a better capacitor as you're envisioning you need a use for it and at the moment such a use doesn't exist. Adding utility to existing structures would be more worthwhile. Or as already mentioned to add a power transport system to allow reactors to be kept safer at the centre of your ship. (And yeah I'm ignoring PvP use cases as well... not my thing.) ;)
anything exploitable in pvp will be infinitely more exploitable in pve bc the ai won't be able to adapt to it (yet)
I've got a capacitor alpha railwall
Yes, which is why I am making a suggestion to improve them over their current state
I've ready explained it's use case, based on what the concept of a capacitor is
The fact that it isn't used now is because medium and large capacitors don't exist
they can work for alpha strike though, it's just the fact that munitions do a better job of it
Yeah. They should have their own use and not be useless compared to other things.
I guess it's cool but in my opinion capacitors are already good enough and don't require any overhaul.
They already got a 15->18 battery buff in the new game, just like all the other energy-holding weapons and stuff.
(Minus TB which already had a beefy 24 energy capacity).
I thought ''DiAgOnAl sHiPs aRe aWfUl iN PvP 🤓''
I could totally see the enhanced batteries integrated, especially if they provide their machines with “power saturation”
This is definitely a big change to the game, but I think it gives the idea of a capacitor much more credit than it currently does in game. Maybe some changes could be made but I think this is pretty solid groundwork for an overhaul
more pew pews, grid too small
I will not believe that this is only 1.5Mil.
Not really...
Cap is a little too expensive for what it does, in my opinion.
4000 Credits? This basically doubles the price of a standard PD array, because it costs just as much as the 4PD it usually supports.
yea but ur only thinking of pd
The same cost as 8 engines and this much armor.
2 laser blasters.
2 standard cannons minus the ammo.
8 crew.
how many lasers worth of power can it hold though
Uhm, 4.
I guess lasers do be getting triple the firepower though...
They still don't hold nearly as much as their resource counterparts though.
2x2 storage, the size of a capacitor and the smallest storage size, can hold 80 small cannon and flak, and 20 large cannon shots. 8 Individual DC shots, 20 HE missiles, slightly less than 4 nukes, slightly more than 4EMPs and worst of all, 2 Mine salvoes.
OH, WAIT.....
how many per cost of each gun can the different storages hold compared to capcitors
Cap can hold 80 Small blaster shots, 36 large blaster shots, 64 EB shots and miserable 4 seconds worth of TB.
Way better than I thought.
They really did nerf energy weapons' energy consumption to the ground, didn't they...
Thank god.
In MP, capacitors are commonly used and effective. It's different in single player because the uranium required to make a reactor is often easier to come by than the crew needed to use capacitors. In MP, the limiting factor is credits and capacitors are quite a bit cheaper to use than multiple reactors.
As for having multiple size capacitors, I'm for it. It was suggested a while back that regular capacitors could have the ability to select the size of battery they output instead of only small batteries and I was for that idea also.
MP balance is not really a consideration for main game parts.
capacitors r almost always adjacnet and no part (other than ions) r going to use less crew from that though
That seems rather obtuse
I'd say you could have crew automatically draw a lower battery, but then odds are it would-
That's how game balance works in general across the industry.
u can mod this in urself and if everyone likes it walt will probably implement it
Cosmoteer has made a point of balancing for both modes and has done a great job of it. Maybe the industry should be taking notes.
It sounds like you guys don't want to use any part regardless of what it does if it costs too much.
And that you don't want to get any new single player content if it isn't balanced for multi-player first
can we get mp content that isn't balanced for single player
everything has to be balacned
If it's only used in multiplayer? Sure.
It's not unusual for stats to be different between multi-player and campaign in many games.
example?
I inow warframe is the one that comes to mind but it's a bad example because nobody likes conclave lol
what game similar to cosmoteer does it though
Requires a completely different skillet from the main game
w/ individual parts and logistics and stuff in mind
"Similiar to cosmoteer" is an extremely small field.
Everything in single player has MP tester fingerprints all over it already and that isn't likely to change.
And to that point
Vehicle building games are for the most part all multi-player and don't have singleplayer modes
Or modes worth speaking of
if u mod this in urself, get it balanced in mp, show that it has a use in sp, ppl know about it, it will probably get implemented base game
Walt specifically doesn't want this
also the game literally can't do that rn
So in short the community overwhelmingly doesn't like my concept because it's not multi-player optimized
Fine
Thread adjourned
yep 2 ppl don't like the fact that u think only career exists so therefore this is a trash idea
At any rate, I'm not sure why you're so anti-mp, (something something game industry standard) but if you want to get idea traction in this community, you might consider being more inclusive of all of it's players
Got it. Never mind it all then.
u can mod it in in literally 2 hrs and get testing even faster
Let the record show that I supported your idea before you called me irrelevant 😅
And that now you disapprove purely because of where the idea came from rather then on its own merits, yes.
He just implied that he changed his mind purely because of my attitude.
Nah, I still support it. Always have
take parts of this and put it into the capacitor and viola balance mod exists
then go ask someone to host a tourney around it and get testing
Is that the mod I made a while back or is that another one?
that's the one stuffphoton made
Nifty
I can't open this at the moment because my entire house is without power (on mobile). I'll consider making it a mod but given I don't play multi-player and don't have any plans to get regularly curbstomped by those who do to appease a community with different interests to my own, I'm not sure if I want to put the effort into an idea that's received so much pushback from a direction completely foreign to my skills or interests.
it has all the framework for changing behavior on buttons
if u make a mod and it's easy to tweak the values then the mp community will probably do all the balancing for u
If it only takes like an hour or two of screwing with values I'll give it a go sometime when my desktop is functional.
This whole thread feels like trying to suggest a new englishword in Florida and getting told it needs to sound nice in Spanish for the sake of Miami.
I guess I'll never fit in around here if you guys are really all about the multiplayer.
Modding is a good route because MP balance isn't an issue. MP rarely uses mods. Minding the MP community is valuable because it contains the densest player knowledge pool in the game. And they don't ONLY do MP, they're single players too. Nearly every built-in was build by an experienced MP player.
I'm leaving room for the early ones in the file that don't spawn. Not sure about all of those
To be clear though, MP players aren't "all about the multiplayer", we're all about all modes and want balance across them all.
That will unsurprisingly confuse a lot of players willing to pick up playing in the competitive scene, in turn making the competitive community grow slower.
i need to introduce this guy to reassembly.
seriously man, if you want campaign first, mp second (which ironically, both exist and doesn't exist in reassembly).
in mp, there literally has useless blocks because resources are generally not a thing (can be activated) and so make all the resource oriented blocks useless.
well, ftl are useless in mp too for now in cosmoteer
mining lasers are near useless too D:
but i don't think it really matters in the end.
fights in career and in mp are the same gameplay (oversimplification), just that in mp budget is really important, and any way to shave off credit is good
the game doesn't have different stats between the 2, so of course it has to have balance over the 2
i agree they could consume less energy. but otherwise they are hitscan deck mounted weapons. if they had good efficiency, you would see them a lot more
if they had good efficiency they r no longer utility they r now weapon pretending to be utility
you know, a cutting tool doesn't care where the steel is located
hmm yes i will bring an xacto knife to a sword fight
it's like complaining that a (normal) hammer makes a good weapon too
imo their already pretty decent weapons especially for career
or perhaps, you're in fact not complaining
They suck up power faster than anything else
power is not really relevant in career
Except when you're using energy weapons and meet a sapper. Or Fibril. Or mitigator. Or Any Cabal ship jesus christ- You get the point.
You made me want to try a mining laser fast wall
wait, they aren't that bad 
just looked at the stats, now i have to make a new ship
they're best on rammers imo
Yeah orbital fast wall
their damage to energy are just 2 times worse than ion, so no that bad (it's god awful, i know)
That rams
that's also called just an orbital wall
Okay
This is certainly an interesting idea, even if capacitors already have uses. However, i'd like to point out that if the battery size from the capacitor is larger than 3, and even 3 if a medium reactor is being used, it could be used to convert the batteries from the reactor to larger batteries and using less crew. I am doubtful this would negatively impact the game, but i want to throw it out regardless just so people are aware this could happen.
The biggest capacitor should have a option to output any battery size you want
agreed, but being able to designate a specific battery size per system would be better
You must not have been around the day I was murdering people with mining lasers. They're really bad because of their energy use and the fact that they don't blow up anything (they take it apart) but they can still kill anything you can ram lock
I was not
yeah, I was more thinking you get the advantage of being able to have armor on your orbital wall
two deck cannons+mining lasers may be okay, but probably just a deck cannon rammer is better
I made one and it's fun to use