#Power lines

31 messages · Page 1 of 1 (latest)

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The idea. It would function as a walkway block that way you would have dedicated lines to critical systems.
You would have someone in the reactor load a power cell into the adjacent connector and a second crew man take it from the other end and pop it where it needs to go.

The benifit. Lower crew logistics requirements due to travel times.

The challenge. The power line blocks would be something akin to the railgun as in you cannot traverse through them.

If used creatively it could segment ships along with opening the potential for 'automation circuts' such as a detector that automatically turns systems off when not in combat or in an ion cloud. Automation means less micromanagement if you can pull it off properly. Which might open a whole new field of engineering complexity in the game.

tawny ivy
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I like this. I was considering writing something like this

fickle heart
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I'd personally say this eliminates a lot of cosmoteers well thought out ship design.

Those 4-6 large shields arent exactly vital to kill anymore and aren't a big risk when the reactor is all the way on the other side of the ship. A lot of this game is risk and reward fundamentally and this very much strips it away. Capacitors exist for shields as a less dangerous way to supply them but come at the cost of being relatively small in power and severely limited. This basically kills capacitors entirely as oh I can just transfer the fuckin power over from point A to point B Instead of having power storage.

This is absolutely broken no matter which way you put it. Even if crew cant travel though it still makes logistics extremely easy and removes a majority of the risk. This concept at least to me is extremely fundamentally flawed and there's probably a reason it doesn't exist yet.

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Even if it isn't completely busted it still absolutely nukes capacitors

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If there's a travel time its basically worthless then. Its either I pick worse logistics at the premise that my reactor maybe doesn't explode or I pick the better logistic option which is putting my reactor right next to my shields.

This is either broken or useless

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For nonvital systems, capacitors or even conveyers can work just fine depending on what it is

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I also realize now that if there is travel time its just a worse moving walkway but if there isn't then its broken as fuck

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# fickle heart I'd personally say this eliminates a lot of cosmoteers well thought out ship des...

Capacitors still have a use as a "transformer" so that you can fill a capacitor quickly with a large reactor and then short distance individual power cells.

The advantage there is that a small shield (6) will ask for a large power (3) cell when it's either halfway gone or empty.
A medium reactor has better returns as it will create a battery task for (2) every third of the way down.
Small reactors and capacitors only generate value 1 batteries. This makes them ideal for rapidly recharging a small shield.

Having a large reactor charging a capacitor so the capacitor can break up the power cells is usually the ideal.

Large shields is a whole nother equation.
All of these require crew to carry batteries from point A to B

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# fickle heart If there's a travel time its basically worthless then. Its either I pick worse l...

This is just an idea. Whether it's a good or bad idea would highly depend on how it was implemented.

The bottom line is I belive crew recruitment is THE big bottleneck of the game. Not resources.

I've seen plenty of ships that have very few operation stations and nearly five times the number of energy carriers just so it functions properly

Even if the power cells had travel time inside the power line it could still be useful.

near herald
near herald
ripe vault
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shields ask for power when they lose 0.5 power

near herald
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i already said that lmao

ripe vault
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was just backing you up

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and i don't think power draw ever worked like that

near herald
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it did work like that at some point, or else captain coffee would have never mentioned it in one of his guides

ripe vault
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or it was an easy-to-do misinterpretation

near herald
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no that was a thing back then

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near herald
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its been outdated for a while, as his guides dont have anything to do with CGs or MRTs

frosty obsidian
latent anvil
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Make it slower than a crew but it doesn't need crew
Benefits
It lowers strain on crew
Increased fps cuz you don't need 1000 crew
Negatives
It's slower than crew carrying the battery's
Crew can't walk in it so it needs a dedicated line
And it's more expensive instead of 100 it's 150

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If you want your front line to not be a explosive nuke
Better pay up and live with the down sides

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Capacitor won't be unless cuz of the travel time of the battery's
I'd much rather have a Capacitor near my shields
And a line of power so I have a quick recharge if I need + the benefit of power line

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Think of it as a rope that crew tie a battery too

fickle heart
# latent anvil Make it slower than a crew but it doesn't need crew Benefits It lowers strain...

This is still pointless then

If there's travel time and its worse than using crew then why would I ever use it

Yes the ship is a nuke at the front with 4 large shields and 1 large reactor with 22 crew sitting by it, but if something gets past all 4 large shields before they come up again then power lines weren't gonna help to begin with

Good ship logistics should also have crew and the power source be semi close depending on what it is

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Late game the most valuable resource is crew. Better FPS is also a plus unless your computer doubles as a space heater.

If implemented well it could add a whole new mechanic to ship design. If implemented poorly it would either be useless or broken.

Good ship logistics would of course be the best option but reducing the amount of crew a ship needs could be helpful.

Making the crew faster than the power line would of course make it just as useless as crew would become if power lines were faster.

I'm not saying I am for or against my own idea. It's just an idea.

latent anvil
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It's not useless if slower
Because the idea is no crew needed
That's the trade

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You could make it just as fast
As crew but make it's drop point a compacter

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You can't feed it into the gun / system
You need a battery near by