#(Meltdown Preview) Overclock Ideas

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languid kestrel
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Making this thread for an easy location to isolate ideas for various part overclocks for the Meltdown preview update in case we might find something amazing to use instead before it goes live.

Please try to keep this thread to ONLY overclock suggestions with up/downvotes. no comments about anybody else's suggestions. Any overlock ideas are welcome, but try to keep them brief as it increases the chance of good ideas being read

Before making a suggestion, please make sure it doesnt already exist and that you understand how the thermal systems and overclocking work.

main violet
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i think someone mentioned making OC tractor beams sort of have a punchy pulse instead of a steady beam, could be interesting

languid kestrel
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One of my suggestions as an example:
OC flak that shoots mirror glass clouds that could deflect hitscan weapons, but projectiles would pass through them uneffected. effectively reverses the weapon types flak is effective at defending against.

loud inlet
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i haven't seen anyone talking about OC hyperdrives, and it's the perfect opportunity to do the blink drives that have been loose on the roadmap for a while

main violet
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imma also mention someone else's idea about manipulator beams being able to push projectiles, though i fear that could get laggy

tidal cradle
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OC manipulator beams get more beams

solid cosmos
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hinestly should the oc tb over heat i think it should possibly have an aoe affect of either pushing or pulling in objects (friendly and enemy ships and also perhaps projectiles both friendly and enemy that will damage said ship) and than explode
Or just crushes the ship damaging everything in an area due to high uncontrolled gravitational forces
all for the increase in stats
preferably the force stats cause it funny to sent shi at relativistic speeds

vapid marten
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What weapons do and don't have overclocks so far?

bold pelican
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Bringing over the funny idea of OC reactors exploding with more force (suicide ship sweep)

loud inlet
# vapid marten What weapons do and don't have overclocks so far?

Currently, the following have no OC form, but could:

  • cockpits (all tiers)
  • hyperdrives (all tiers)
  • hyperdrive beacon
  • tractor beam
  • manipulator beam
  • missile launcher (though they have an equivalent heat missile, so they don't need one)
  • ion prism (but it works with OC'd ion beams, so they don't need one)
tidal cradle
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OC ion prisms have less strength loss maybe?

crisp dust
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tb - bursts of force rather than continuous

manipulator - aoe

walkway - no backwards penalty

corridor(?) - no congestion

control rooms - boost stats of nearby/adjacent parts (range, fire rate, doesn't matter)

ftl - instant charge, obviously

beacon - temporal bubble, ally is faster and enemy is slower, heat scale w/ parts/projectiles affected

i think overclocked corridor/walkway is a good idea bc that would be interesting to build around and allows for some silly designs

exotic widget
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oh i didnt know this was a thing

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but reactors already have overclock so ill keep it up because i think the med and small ones are boring

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here are my overclock ideas:

Small Hyperdrive
Can be precharged, making it instant, but generates constant heat along with a large burst of heat when jumping with this.
Prevents adjacent hyperdrives from functioning for jumping
-# ^ this is so that you can use the other hyperdrives for their overclock gimmick without completely blocking the point of this one

rancid kindle
exotic widget
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the small hyperdrive kinda already can do that

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because it makes the ship jump as soon as you command it

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as the energy requirement is already 100%

rancid kindle
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also for medium or large you can add like small jump that doesnt need beacons

rancid kindle
exotic widget
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you can already get far less than 5 seconds

rancid kindle
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1 second jump that can be precharged of cost of less area coverage less effective and less range

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  • massive heat spike
exotic widget
torpid spade
exotic widget
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Large Hyperdrive
Crew entering this are teleported to their destination but a very significant amount of heat is produced for each time this happens

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Small Control Room
Adjacent parts gain +2 filled crew requirement (functioning as if they had crew if their crew required is 2 or less)

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Hyperjump Beacon
All weapons within a large (or ship wide) radius gain massively improved range.
-# ^ When initially overclocked this effect starts at 0 and very slowly scales to full effect
Exponentially increasing heat generation based on the linear velocity of the ship its on

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Medium Control Room
Able to select another ally vessel to give bonus command points and share ship-wide buffs with, max effect range of 600
-# ^ To pair with the hyperjump beacon idea above (defense platforms)
Heat generation based on target command point usage (max equal to bonus command points given)

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Manipulator Beam
-# idk about this one tbh
Now able to hold crew relative to your ship, allowing for in battle construction and repairs
Heat gen based on crew count held outside

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Roof Lights
Light range scaled additional by +100% of largest size ontop of current size
small passive heat generation

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Explosive Charge
Stores theoretically unlimited heat but slowly takes damage based on heat stored (slower than parts melting by the same heat normally)
-# ^ Also catches on fire
Input heat cannot be extracted and will continue to damage it until it explodes or is repaired
Explosion damage and size scales with stored heat

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Ion Prism
-# Its rather simple...
Splits the beam into two lines each of 50% power
greater merge efficiency

rancid kindle
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idk my ideas for overlocked hyper drives:1) small hyper drives: allow it to be pre-charged + debuff is it less effective, covers less range + 1 second start up 2)medium: pre charge, less effective allows to jump in any location near the ship + 2 second. 3)Large: pre charge, less effective + 3 second when jumping release powerful arcs that damage enemies.

exotic widget
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Large Control Room
For connected heat network: -30% vent effectiveness, +50% capacitor capacity
Can be triggered to disable every non-heat management part in the connected heat network and run vents with +100% effectiveness
-# ^ parts only come back on once heat is fully drained and previous modifiers get restored

bold pelican
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Armor
When overclocked, applies a strong bounce on contact to other asteroids and ships. Does not bounce the player with the same force. This bounce is indicated by a glow similar to the vent flame, possibly green.
Requires waiting a minute after activating overclock to start working, so you can't just turn it on right before hitting an enemy and then turn it back off.

Great for rammers, tricksters, and asteroid miners that don't like plowing through the asteroid field.

EDIT: I know this sounds kind of goofy but it is a genuinely serious suggestion, I've suggested adding "bounce" parts before and this would be a neat way to do it without 10 new slime block shapes or whatever. It would make no logical sense but it's okay to be a little goofy in my eyes.

rancid kindle
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overlocked extinguisher when

exotic widget
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Extinguisher
Explodes and spreads extinguishing foam within a 5 tile radius
Becomes a valid missile launcher ammo type

sage python
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I probably will get downvoted, but I think that the overclocked versions of weapons should be similar to their normal version. Ion Beam is too weird and why Small Laser Blaster and Heavy Laser Blaster are so different...

edgy nexus
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while small blaster just changes modes from single to burst and heavy laser blaster concetrates on speed more but deals less damage

sage python
wet fulcrum
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a heat reader in storages that can go on your UI would be nice to see how hot some parts of your ship are

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like on big ships if youre zoomed out you can barely see how full the storages are

sage python
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Battery Storage should allow overclock.
When overclocked, crew can pick any amount of energy from them instead of only 1 battery. It produces heat every second based on the amount of energy currently stored.

wet fulcrum
sage python
wet fulcrum
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i think its 3X storage and 3 size batteries for heat per battery stored

crisp dust
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launcher - infinite fire rate, heat per part launched

sage python
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It would be interesting if there existed a cooler than can reduce heat without needing to be placed at the edges of the ship.
Maybe it could consume energy or hyperium.

hexed dove
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energy based cooler would be nice

sage python
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I suggested also hyperium cause you can overclock a reactor and so it might be weird to cool it with energy, though it takes spaces and money

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Maybe it could use 1 crew to supervise it

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It would be nice if shields increased their distance but reduce their radius when overclocked

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That could be more building oportunities

sage python
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Overclocked Large Shield could be only obstructed by Tall structures!!! (we need that parameter for modding pls)

exotic widget
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you're saying a lot of ideas for parts that already have overclocks
but if you still want to suggest new ones for them then go ahead 👍

sage python
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I did test them. The only thing I missed to click was the power storage. I did tested shields

zinc cedar
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Donating my overclocked manipulator beam idea here :p

Fewer beams (4), each beam has an area effect with a certain part capacity (like 4 stacks of parts), and the speed they get moved at is moderately higher

the idea is to make OC manip beams better at picking up large clumps of resources that have been split into tiny individual stacks that regular manipulator beams would have to pick up 1 at a time, and make it worse at helping crew fly in space (unless that extra flying speed is more important than the volume of boosted crew)

currently, manupulator beams suck at picking up tons of miniature stacks of steel plates, coils, hyper-coils, and tri-steel dropped by armor on high economic difficulties or by structure, I’d like the overclock to fix that

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I tried to make it so that the overclock would not always be better, but it would fix a couple of highly annoying situations that normal manip beams run into

bold pelican
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Prism
When overclocked, can now accumulate ion energy and release it on-command.

This accumulated beam will fire a beam that deals 5x the damage of the incoming "charger" beam and equals the same amount of the energy fed. In other words, it takes 50 seconds of charging for 10 seconds of discharge fire regardless of the beam strength.

Heat is emitted only by charging or discharging the prism - it costs no heat to hold the charge. In addition, heat scales with the strength of the beam you charge/discharge it with. This means that the larger your beam system is, the more heat infrastructure you need to properly handle the heat generated by charge and discharge. Discharge would also release 5x the heat as charge, so trying to charge before a battle and then unload it all into the enemy would require superweapon levels of heat handling and ventilation.

edgy nexus
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Impulse cannons and ion capacitors will be going crazy with it

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Think of the designs you can do with that, a large cannon that charges up and shoots while cooling down

sage python
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I love the idea of temporary tab when clicking on a modular weapon (thermal cannon). I think it would be amazing to do so for Storage and Armor, therefore you only see 1 in their original tab, and all the other options when you click on it.

long island
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Overclock for control rooms could simply be a CP increase to compensate for lost CR ?

frigid gate
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The way overclocked railguns work is counter-intuitive; I thought that the charge time would be an amount of time after the shot was fired. If that were the case, you could potentially make some very deadly railfans (or rather pilot them more easily). With the current way being before, the "fire at target" mode for railguns becoms virtually unusable, eliminating railfans as an option with overclocking.

For this reason, I would propose a simple change: Make the charge time something that is counted after the shot is fired, instead of before.
If this turns out to be overpowered then maybe the heat output of the shots needs to increase to keep it fair. I've found that my small railfan already needs a prohibitive amount of radiators, effectively reducing its firing rate to once every 8 seconds, which I think is fair.

long island
frigid gate
frigid gate
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After playing with it some more, I think that the railgun damage buff when overclocked may be a little bit too much either way. I've been piloting that rail "fan" as a normal front-facing railcannon ship and it just shreds literally anything without repercussions, whereas before I had to actually strategically target and would struggle to break through shields now easily obliterated.

wet fulcrum
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anyone know what the flak overdrive does? i cant figure out what the shrapnel field even does

sage python
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I think it creates a persistent area of damage for bullets that pass there

wraith ore
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Hyperdrives
While overclocking, hyperdrives reduce drag imparted on the ship by a percentage base off of the hyperdrive efficiency of all overclocked hyperdrives (in short, more OC hyperdrives = less drag).

Additionally, hyperdrives consume a steady trickle of hyperium scaling up with size. FTL jumps cannot be made while any amount of the ship's hyperdrives are overclocked.

pseudo tiger
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Hyperdrive beacon OC
could prevent AND catch enemys hyperdriving/blink driving, would have heat generation values for each item (1 hallway= 0.05 heat ect) and would generate extra heat if it where a blink drive (either same heat the blink drive uses or half)
Using amp pumps will increase the "radius" of the effective pull range, i dont have an idea for dilation pumps (maybe able to feed warp fuel into it to offset heat generation slightly?)

steel crystal
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I think the OC for the small and heavy lasers should be switched. The small laser will never match the power of the heavy or ions so there's no point to build them late game. Similarly, the heavy laser will never match the concentrated power of ions so they also struggle for a place later in the game. What if the small laser OC was more like a sniper, with some penetration to pick off exposed parts or take advantage of positioning. Meanwhile, the heavy laser would benefit from the burst fire to break shields and stand up to the energy density of ions.

lunar tree
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oc rails are scary as is, a design slowking has can punch through an array of 4 large shields with damage to spare

violet saddle
# steel crystal I think the OC for the small and heavy lasers should be switched. The small lase...

I understand where this is comming from, but honestly it’s fine as it is.
LB's Oc allow LB to be a viable alternative to HLB, potentially making them viable in mid-game or possibly even late-game in certain roles:
→ you gain higher burst damage (1000 damage per second vs 833) but it only fire half of the time (7.5s shooting, 7.5s disabled)
→ they still require less energy (0.4/s vs 0.444/s)
→ they have faster turning speed, higher projectile speed and higher precision, making them better at dealing with small and fast foes, notably UL ships
→ they are smaller, making it easier to fit them whenever you want, and cheaper individually, but…
→ they will require you to have a cooling system, which take space and is costly. It is to note, however, that the cooling can be shared with other components (like the reactor), compensating that increase in cost

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While the HLB's OC also make them better at dealing with fast ships (I think, in fact, that this is one of the point of this update: trying to break or at least weaken the UL-dominated meta), it doesn't increase it's turning speed, making it better at dealing with them at long range but less so at mid-to-close range, and there is the problem of the significant increase in energy required.

long island
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With increased DPS compared to non-overclocked, the heavy blaster is also great in niches I use that are very defensive as the turret allows to let me orient the ship to use my flak against projectiles.

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Ions wouldn't let me do that unless I spent 5k on a prism, 5k is the price of a heavy blaster.

cerulean fern
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OC Railgun change
Currently it's essentially just a stat increase, which is boring.

Instead, make the rail leave behind lingering damaging projectiles (a fraction of the rail's dmg). This would slightly change the way you use railguns, with the option to shoot ahead of a target. Would be useful when dealing with fast and unpredictable targets, as well as with multiple smaller ships.

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OC crew rooms
Makes the crew sweat

bold pelican
cerulean fern
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Good point, but the current option makes them more powerful as well. Kiters need to be nerfed another way than through weapon nerfs

crisp dust
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it doesn't imo - you can dodge way more essilyt

cerulean fern
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This should be almost as easy to dodge, just with a brief moment of area denial (the lingering time should probably depend on the railgun length)

lunar tree
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i think personally oc rail should be aphe/hesh aka pierces and then explodes or pierces and then releases damaging and heating fragments

urban summit
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Explosive railgun shots? I like that idea.

hexed dove
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it needs to keep a charge time though, explosive railgun fanning seems too op

forest steppe
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Manipulator beam OC Idea. Have them be able to slow down incoming missiles.

languid kestrel
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Tractor beam OC to absorb or push heat instead of thrust power.

pseudo tiger
feral stag
karmic crypt
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Though it would probably make more sense on TB push

violet saddle
# pseudo tiger Railgun shotgun

Having the Oc railgun consume 6 ammo + 2 per accelerator modules, and shooting a spray of (1 + nb of accelerator) projectile at base power (10k damage, 15m pen, 300m range) or maybe slightly reduced (like 7.5k damage instead) if it's too unballanced

forest steppe
karmic crypt
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yeah a third option when OCed

violet saddle
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I agree that it seem more like a TB thing, plus I don't think Manipulator Beams should have combat use. The way the module work right now is that it only get the crew to operate it when you are gathering resources

forest steppe
violet saddle
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If you could slow down projectile on large area, it would make it easier to avoid nuke waves and other projectiles

forest steppe
karmic crypt
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The area could be quite high but the effect would lower by distance

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So for example at 200 meters it would be at 20% efficiency at 50 meters at 90%

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And if the field would slow down for example by 30% than at 50 meters it would be 30*0,9 = 27% slowness on missiles

loud inlet
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haven't seen anyone really talking about the hyperdrive beacon either, i think it could reduce the power requirements to ships jumping to it or within a radius of it so their hyperdrives spin up quicker allowing for mid-combat ambushes or retreats. i want a reason to hyperjump in fights

loud inlet
ember inlet
lunar tree
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i feel like there is something to be said that it feels more like a pure stat increase in career gameplay where people arent direct controlling ships and the ai isnt taking advantage of the charge up time

pseudo tiger
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and then vented

ember inlet
# pseudo tiger tbf most ocs can be boiled down to a stat increase

The primary use case of rails in the live version is railfanning. OC rails cannot fan. What they CAN do is use their unique mechanic to attempt to manually snipe parts by aiming your ship. The build, function, and play style are different. Does that seem like just a stat increase to you?

pseudo tiger
exotic widget
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oc electro bolter

loud inlet
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no he's got a point
yes, 'just' a stat increase comes off as reductive but most of the other overclocks introduce an additional mechanic like burst fire on small lasers or area of effect on mining lasers, and many of these involve making additional projectiles like the oc flak or large cannon. while the OC rail is good and does encourage a non-fanning playstyle which is huge, it lacks this.

letting it leave lingering damage like pav suggests would be that additional mechanic that cements its different role, enhancing the slow and precise impaling playstyle you're talking about by putting these trails inside enemies which can deal additional damage in between the slower shots and encourage piercing into the core of ships so the trail can hit vulnerable parts

urban summit
ember inlet
lunar tree
torpid spade
# ember inlet A charge up time on a weapon that completely breaks it's iconic use and stat cha...

they're not arguing that it should be entirely reworked from the ground up, just to have an additional effect on top of the current chargeup + more oomph

and also, while yes the rail OC does drastically change how it's used in pvp and overall high-skill gameplay, its use in casual career (at least by new players/players that haven't figured out railfanning yet/players that don't care for the micro of railfanning) and on ai-controlled ships is not as hugely different from the non-OC rail

ember inlet
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That seems like a win for players and Ai that can't fan. Without an OC or fanning, both of those uses are almost comically suboptimal

cerulean fern
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What people said, oc rails are too similar to the way regular rails are used by regular players, meaning regular players won't use the oc version, as for them it behaves the same way regular rails do, just with a stat increase

lunar tree
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also for railkites

cerulean fern
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Remember that rail fanning is hard to pull off for most of the playerbase and as such shouldn't be counted as the main use for rails

torpid spade
lunar tree
lunar tree
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also you can fan with oc rails xd

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skill based fanning

cerulean fern
ember inlet
cerulean fern
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Rails aren't garbage when not fanning

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People use them as sniping weapons

ember inlet
lunar tree
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then why have i seen it happen

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but i digress its beside the point and it was a joke

cerulean fern
ember inlet
cerulean fern
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There ain't anything like them that regular players would use, meaning they're alright for their sniping usecase

lunar tree
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theyre pretty effective just as a sniping type thing early game

ember inlet
cerulean fern
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I do want that to go away, anything that assumes most of the players are competitive

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But that goes into the casual/competitive balancing issue

lunar tree
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i dont think this is a particularly productive conversation

cerulean fern
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Yeah

ember inlet
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Yeah, if your issue is vanilla rails, that's a different discussion

cerulean fern
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I will always stand by casual players since I am one, and pvp players will always stand by competitive players

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Up to Walt to decide

torpid spade
cerulean fern
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And as such for casual players the oc is just a stat increase

ember inlet
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What I know is tons of players see rails immediately want to make a build-grid-length super weapon, try it, and get a fairly lackluster result, and that it's disappointing. By using overclocked rails, players can make that dream a reality

cerulean fern
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Then that's a normal rail issue

ember inlet
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Why leave it that way. Super weapons are fun

cerulean fern
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OC shouldn't be required to do adequate damage

hexed dove
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give base railgun charge time and make the oc somethin new

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thats my opinion lol

cerulean fern
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It is a very high risk + change of playstyle = very high damage

ember inlet
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Again, this is veering into not-meltdown stuff. The OC stuff is about OC stuff

cerulean fern
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I think here it is justified

lunar tree
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oc and non oc being flipped while moving a small amount of the oc rail stats to base could be argued for

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the more advanced tech (railfanning) being behind overclocking while the easier playstyle (charge and shoot) being base would make sense

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though very strange precedent wise

cerulean fern
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Hmm that does sound interesting

ember inlet
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If most players don't discover rail fanning as you suggest, wouldn't that just make the OC version seem bad?

cerulean fern
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I do think fans would require a rework and get thicker, but depending on the balance (potential dmg increase to compensate) it could be alright

lunar tree
cerulean fern
lunar tree
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i still think its a longshot but it doesnt change much to career players

ember inlet
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that seems counter to the above position

lunar tree
ember inlet
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clearly

lunar tree
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and oc could have additional mechanics past instant fire/fanning to encourage career players

loud inlet
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such as a damaging trail

torpid spade
lunar tree
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yes yes the damaging trail

cerulean fern
ember inlet
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Meh. I think the current rail and the OC rail as they are have merit, distinct use cases and build cases. I think the OC is MORE distinctive than other OCs, one of which just adds more projectiles per shot. I don't see a reson to add another mechanic

lunar tree
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i think oc rail isnt the biggest issue either, oc slb/oc sc needs some looking at first imo but i do understand why those are the way they are due to them being a small variant

cerulean fern
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Hello Saris

cerulean fern
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But I see what you mean

loud inlet
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it is really minor, comparatively
especially with the slb getting its burst reduced

cerulean fern
unique finch
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The thing I was going to say is; what is the purpose of an overclock? This is a rhetoric question, because the answer is novelty. The next question is how do you define novelty? Because I think that increasing build diversity absolutely counts as novelty. Overclocked rails give build diversity. Build diversity is novel. Novelty satisfies the purpose of overclock.

lunar tree
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sorry genuine question

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obviously heat networks are required but does that count? because any overclock does that

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and past that i think players will just slap it on their rail bricks/kites and use it as a stat increase

cerulean fern
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My opinion is that OC should change the way you use the weapon, while adding more damage at the cost of risk, but the different usecase is way more important for me

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But I believe it should be that way for every player

unique finch
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Please elaborate on what you mean by 'changing the way you use the weapon,' given that every weapon's purpose is 'deal damage'

lunar tree
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does that mean that it provides valid build diversity because you need to add cooling networks?

ember inlet
# cerulean fern I will always stand by casual players since I am one, and pvp players will alway...

The balance council fights for ALL players. PvE, PvP, every game mode. I'll throw words with anyone who says different. Most of our presented changes go through a gauntlet of considerations because of that. Many suggestions fail precisely BECAUSE we consider all of the different ways to play. Some of us focus more on PvE, some on PvP, but we care about the game as a whole. We want everyone to enjoy everything the game has to offer.

We all have our areas of focus and that makes us stronger. What we all care about most is you, the players. Nothing can compete with that

unique finch
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To add to Quix's statement here, I play competitive, but based on my role as architect, you can trust that I consider both perspectives

You may not believe me, but I'll also tell you that I value a better career experience than a competitive one even if it comes at the explicit, direct downside of archetypes I like piloting

lunar tree
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agreed

cerulean fern
lunar tree
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also youd be surprised how many pvp players play a decent bit of career too

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we just dont talk about it much

unique finch
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Do you have the same gripes about reactors for increasing the raw energy they produce?

cerulean fern
torpid spade
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this discussion has gone well off track from this thread's intended purpose

cerulean fern
cerulean fern
lunar tree
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i think cosmoteer does suffer from a lot of gameplay essentially being complex emergent game mechanics that cannot justifiably be imparted via tutorials

cerulean fern
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Then you suffer way more if your radiators or pipes get damaged

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Because then you either keep it OC and need to defeat the enemy quickly, or turn it off but then face power issues

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That's sufficient for me

unique finch
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The ships I've put it on overclock it indefinitely...

cerulean fern
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Yes, until their pipes or radiators get damaged

lunar tree
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ive been trying to make them oc lrs work lol

cerulean fern
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Then you have to place those in a way to prevent damage

loud inlet
unique finch
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Suffice to say, I believe that an overclock giving build diversity can be just as valuable as the part itself having novelty. Ship archetypes and shapes existing and working that didn't before because of overclocks is just as good, and interesting, as a part that needs to be designed around to take advantage of

ember inlet
# cerulean fern That definitely is good, but I believe you made a small mistake in considering r...

I have faith in this awesome community and wouldn't underestimate them. People have been enjoying rails for a long time. If some folks that don't know how to fan get the overclock, I don't think they'll say, "meh it's not interesting enough" I think they're more likely to think "holy crap I just one-shot that thing".....then make it longer. Those that do know fanning get a new way to use rails. Everyone wins

torpid spade
unique finch
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Suggest good ideas that can be both, then

torpid spade
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this + current OC rail effects (possibly slightly nerfed to compensate for added thing)

cerulean fern
# ember inlet I have faith in this awesome community and wouldn't underestimate them. People h...

I think it is merely less interesting, as you might test regular weapons first and see their changes, and then more powerful weapons, and if you see that the rail is just stronger, I believe you could get disappointed. Not 100% of the time, definitely not, but I believe changing them to have a damaging trail would make them more unique, plus the proposed switch between charge up times between the two states

ember inlet
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I think the whoops we got out of VC live testing suggest the current OC is pretty interesting. I'll agree to disagree

cerulean fern
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In the end it's the devs that decide

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I believe there's always a room for improvement

ember inlet
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There is. But adding new things does not guarantee improvement

cerulean fern
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Nah but here I'm pretty confident it will be an improvement

loud inlet
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i don't see how it would detract from anything at the least

unique finch
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Limited dev time dictates being efficient

cerulean fern
unique finch
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There has to be credence, basis, and support for scrapping an existing properties. Which has happened before, is happening, and will continue to happen, but suggesting something in the fashion you would design a mod doesn't have that foundation

cerulean fern
torpid spade
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depends on how it's implemented

ember inlet
#

I don't see it. I also don't think it fits the rail identity

cerulean fern
#

That's why OC is good, you can add an alternate identity

unique finch
#

Is an alternate identity good, though? What's the basis?

ember inlet
#

It needs to be an alternate RAIL identity and I don't think this is

cerulean fern
#

I believe so, the more the merrier

unique finch
#

Personally, I think turning railguns into a variant of mines is a poor idea that would be unintuitive and frustrating. Having a ship create static projectiles inside of yours would instantly shred everything internal as well, which would create balancing hell

cerulean fern
torpid spade
unique finch
#

I personally think that a railgun should fundamentally shoot a projectile like a gun would, not be a heat ray or minelayer

ember inlet
#

What is the trail supposed to be anyway and how is a rail making it?

cerulean fern
#

Yeah I agree that the trail would not have to be so powerful to not create a continuous rail fan from a single rail, but also, I believe not running head first into a spear is a good idea

cerulean fern
#

I did say early on that the initial damage of the projectile should be reduced slightly

unique finch
#

We have to also consider KISS, I believe. While some of the overclocks are just stat changes (and I argued in their favor on the basis of build diversity and modular capabilities) overclocks being inherently intuitive significantly helps new players, and fits the term overclock.

This is already going to be a rough update in that it will overwhelm new players, and making it so that parts gain additional identities rather than modify existing ones runs the risk of exacerbating this issue further

ember inlet
#

I don't think a molten metallic projectile would leave a trail in a vacuum

cerulean fern
#

But I believe it will give new players more satisfaction, in seeing there are many more slightly alternate ways to use weapons

ember inlet
#

It's a kinetic weapon. It seems like it's focus should be on that

unique finch
#

What about "big gun shoot real good punch hole through entire enemy ship" wouldn't bring satisfaction though?

cerulean fern
cerulean fern
#

If you have all the different changes for other parts that could be underwhelming

ember inlet
unique finch
#

I agree to disagree with you. I like railgun overclocking as it currently is and will argue in its favor if a dev asks me about it.

ember inlet
#

same

cerulean fern
#

It does I think, you have a slightly molten projectile moving really fast, thinking that the outer layers could be left behind sounds reasonable enough for me

cerulean fern
unique finch
#

I thought that we were having a discussion :(

ember inlet
#

The weapons damage comes from moving really really fast. Any particles that come off would travel in the same direction for a shot gun effect

cerulean fern
cerulean fern
#

Ofc not exactly how it should behave but I believe it's close enough

#

I would totally shorten the lingering time if it was a big issue

unique finch
#

I think that TRON trails are awesome too but I hardly think that railguns should be the thing that projects them

ember inlet
#

I think that concept is cool and that it deserves attention as a potential new weapon pitch farther down the line. It doesn't jive with rails for me

cerulean fern
#

I mean, they already leave behind decorative particles no?

cerulean fern
ember inlet
#

In this suggestion I can't even wrap my head around what the proposed trails coming out of a rail even are. But if another weapon or even OC rework comes up that makes more sense to me and fits their fantasy more, I'm willing to take another look

cerulean fern
#

Another alternative for this I see are chainguns, saving up their burst into a much shorter but more intensive beam, but imo it would fit less than for railguns

lunar tree
#

oc cgs do fall under "stat increase" quite handily

#

and could use a rework

crisp dust
cerulean fern
#

I do not, what I do now is that you aren't asking in the correct place

#

Made this mistake myself

spiral turret
violet saddle
violet saddle
#

IDK what people have with the idea of giving a damaging trail to Oc railguns, but this is a terrible idea both due to balance (rail kites being the first thing that come in mind) and to entering into the "area denial" niche of mines, which is already small.
Even though this has already be pointed out at least 3 times, it's the idea that stick somehow

#

Moreover, when you fight a railgun ship, it's range mean you want to close in as fast as possible 95% of the time... meaning that you'll probably be going forward at full speed, with all of the consequences it imply whenever it leave a trail of projectiles or a heat ray. Good luck balancing that with mine-launchers who "only" throw mines with limited range.

cerulean fern
cerulean fern
violet saddle
#

Since many are unhappy about current Oc, and want more flair, then how about this: normal rail-gun feel like snipers, so how about turning it into artillery?
Rail-gun Oc proposition
A bit of random spray and/or slower projectile speed. Just enough for it to be still precise enough to hit a long range, but not as sniper-like
On impact, the projectile penetrate, dealing less damage than with non-Oc railgun, but then it explode on a small area at the deepest area it reached
The base damage and penetration increase according to the number of accelerator as usual, but the explosion damage doesn't scale (we need to keep this ballanced, internal explosion are scary). Optionally, the explosion itself deal relatively few damage but has huge fire chances

old pilot
#

FWIW, I think it's important for overclocks to retain most of the original identity of the weapon. (We changed Deck Cannons from triple-shot to bigger-shot for exactly this reason even though we liked the triple-shot's balance.)

sage python
old pilot
#

Also I think that much of ion beam's identity comes from combining them, which is of course still possible/desireable with OC'ed ion beams.

torpid spade
#

agreed. the addition of ion storms made lightning part of this game's ion identity, even if ion beams (at least non-overclocked ones) don't do that

crisp dust
#

the use case is slightly different but mostly interchangable

hushed raft
torpid spade
#

yeah, i do think a different beam graphic'd be cool. hopefully that's something the devs'll do as the preview updates

pseudo tiger
#

oced ion beams are just {SUPER REDACTED}

karmic crypt
#

Guys?

#

The stun effect is that when you shoot on Deck gun the crew stops for a while?

#

Why is there not any kind of effect for it

#

I though it was literally a bug lol

sage python
#

What do you mean? IIRC, the stats descriptions have stun duration and stun radius

karmic crypt
#

well description isn't visual though. And when the crew on OC deckgun stops on the entire ship (small-medium size) it looks kinda wrong without any "visual clue" of it

karmic crypt
#

something like this ig lol

crisp dust
#

iirc it used to have that

blissful mural
#

i dont think so?

dusky laurel
#

As much as I like the huge damage causing ability of the new Heavy Laser, I dont think it fits the concept of laser weapons. Laser are mostly precision weapons, how do a laser blaster have an area of effect? Isnt that what cannons are for?

dusky laurel
#

I do love the 'zap' - ie no travel time so cant be shot down by flak (which is now small lasers). It is just the splash damage that doesnt seem to fit for me.

pseudo tiger
#

turn heavy blasters oc into a zipbomb

lunar tree
#

i think its cool that their oc further leans into this subniche

blissful mural
#

ok so

#

based on what you said

#

i have a very evil idea

#

that i know it's moddable

#

shot bursts into multiple shots midway towards the expected path of it should hit the target

#

or by distance if that fails if the ship moved very fast in that timeframe

pseudo tiger
#

like a shotgun

unique finch
#

I don't know if this is what JaniTNT meant, but smart bullets (projectiles, because blasters) might be interesting for heavy blasters?

A smart bullet is a bullet that is able to do something other than simply follow its given trajectory, such as turning, changing speed or sending data.

IE, at a certain point in the journey they redirect. Though that might be too fantastical, giving bolts of energy pseudo-homing

bold pelican
#

Ok unhinged idea, what if heavy blasters or disruptors, when overclocked, emit homing shots. Now you can launch laser and disruptor pulses at enemies from all over the ship as if they're missiles

#

Would it be balanced? Well..

violet saddle
#

Honestly, while I understand why it was removed from OC Laser Blasters, burst-firing would fit Heavy laser Blasters's aesthetic and identity perfectly. It would automatically change the firing mode to alternating, then shoot 3 time with each laser at quick succession, before recharging.
Considering how lasers work, an explosion big enough to affect targets 2 meters away from impact point feel... wrong.

#

Also, I fear for ballance as it enter the niche of ballistic weaponry

covert flower
# violet saddle Honestly, while I understand why it was removed from OC Laser Blasters, burst-fi...

Idk why but it was a balancing nightmare. The pinpoint burst was crazy and even reducing that to multiple bursts was still too much. Decreasing damage doesnt make sense since its multiple of the same prjectile and increasing heat makes it bad on normal ships but doesnt really affect alpha builds.
Oc hl and cannons wont share the same niche. Cannons are actually pretty bad against armor except for deck cannons which follow entirely different rules though.

violet saddle
# covert flower Idk why but it was a balancing nightmare. The pinpoint burst was crazy and even ...

It's hard to balance due to high alpha damage with high precision & range. The fact that LB could be massed more easilly also play in the problem.
I think reducing the range for a burst-fire weapon would be fine, honestly, and it would fit just fine as you can start with them shooting normally then Oc them once you are close enough.
While decreasing damage wouldn't make sense, decreasing the average damage/second (to an extent) would: alpha damage is just that much better compared to sustained damage in most games (World of Tank has a similar phenomenon that happened with tanks equipped with reloaders).
.
I consider missiles to be amongst ballistic weapon (as a weapon requiring ammunitions), and they are in fact classified as such, although I understand why some might want to put them in a different category. Current Oc HL work similarly to HE without all of the missiles shenanigan. It's shorter-ranged but still have a good range and, more importantly, it is way more precise and without the costs storage and ammunitions that come with missiles and with a lower cost in personnel to reload it.
Of course it come with a cost in reactor or capacitors plus the cooling system, but with Oc feeding energy to weapons have become far less of a worry.

covert flower
#

reducing range also wouldnt work because they are mostly fired at close range anyways. decreasing the average damage/second would just turn it into an entirely different thing (which the devs did for now)

#

Also for me he missiles is like the furthest from competing with the oc blaster niche

violet saddle
violet saddle
#

In fact, right now it's worse due to it bypassing small shields (either intentional, or a bug related to the "damage against shield" line (the same happen with OC mining lasers)

exotic widget
#

about heavy blaster's OC blast radius

urban summit
#

Now I know that smart bullets exist.

#

I'm not sure I wanted to know that smart bullets exist.

blissful mural
#

anyway i can pretty easily make smart bullets, one sec

#

in fact i've made it many times

blissful mural
violet saddle
#

Basically like a missile, - the lack of precision

dusky flint
#

I think the overclocked control structures should generate a shield around their front arc as if they were a small shield generator and consume equivalent power. Scale the shield with the size of the control structure. It would make the orientation of the structure more relevant, and I think the bridge on the Enterprise in the Next Generation had its own shield, so president. That is all.

crisp dust
blissful mural
#

at a steep cost

crisp dust
violet saddle
crisp dust
#

oh i didn't realize the - meant without

edgy nexus
blissful mural
#

another idea for overclock heavy laser blaster
weak multishot hitscan in a small arc

serene swift
#

Ion Prisims- While overclocked, they are thermally conductive (pass heat through like heat pipes) and are ignored like structure for radiators. (Allows interior radiators, which have to be BIG to come close to the effectiveness of exterior radiators, in the same internal space as ion reactors)

bold pelican
#

Command Rooms (cockpit, control room & bridge)
If all command rooms on a ship overclocked, allows you to toggle automatic AI command and modify it, with a couple simple options:

-Aggressive: Will always fly full-speed towards hostile targets, and will continue to fly at them even after collision.
-Default: Standard, balanced AI command.
-Cautious: Will try to stay at the furthest range possible where most weapons can still fire at the opponent.
-Avoidant: Will always flee from any hostile targets that appear on the radar.

This would be a great way to help spice up built-ins, but it also has career uses - on more than a couple occasions, I've had to watch my economy ship like a hawk because there are hostiles nearby and I don't want it to get jumped. Being able to enable Avoidant on it would be a blessing.

Also, fleet commanders in career or pvp settings could use the first three options to speed up their APM in fights by having AI orders already preset. And once you need manual control, just select the ship and toggle AI pilot off!

crisp dust
#

that is basic qol and should not be restricted to overclock

bold pelican
#

Imo not really, in another game called Starsector, ships can, as a buff, have captains. It costs extra to run them, but in turn they provide modified AI and stat boosts to a ship

#

And captains can have a huge effect - a ship that might usually stay back on regular auto can become far more threatening by burning at the target at full-speed due to a reckless captain being onboard

#

Obviously, buffing all ship parts would be a lot for OCing a ship part that is extremely well protected, but I think that being able to modify the AI beyond just "autopilot on" would be a good advantage for built-ins and career (and it keeps the identity of the part)

crisp dust
#

career is not "my flagship + my ai goons" it is all your flagship

bold pelican
#

It could be though if you could enable AI on your other ships though

#

a lot of people like to run multiple ships in career and tbh I wish you could do so without it requiring so much micro

crisp dust
#

why would you objectively nerf yourself for convenience

#

that is bad design

bold pelican
#

?? having multiple ships can be massive in fights

crisp dust
#

*it is bad design to have suboptimal choices that are purely for convenience have a price

bold pelican
#

I really wouldn't consider it suboptimal, renegade bounty missions can be more hazardous than fugitive bounties in career when you run certain designs/loadouts

#

Letting the player heed ship control to the AI would be a massive advantage in certain situations - it may be completely useless if you prefer manual piloting, but the devs have already stated that overclocks are supposed to be sidegrades

#

Something optional that enhances some, but not all playstyles, is a sidegrade in my book

unique finch
bold pelican
#

Also, we're talking about command rooms, which tend to be the room layered behind the most amount of other things. For most designs, it wouldn't be hard to slap a heat exchanger somewhere on the boat and eject it at the nearest spot. I wouldn't imagine that OC command rooms would generate much heat.

crisp dust
crisp dust
#

that is basic qol

#

it has no gameplay impact

#

it just automates something you would do manually

bold pelican
crisp dust
#

for career? why not just make all ai more humanlkke

#

for pvp yeah maybe

bold pelican
#

and ngl, a lot of things already exist to save time. Manipulator beam's only purpose is to save time

crisp dust
#

what

bold pelican
#

The game already has equipment in it that saves time, so I don't see why AI isn't also one

bold pelican
crisp dust
bold pelican
#

Writing an AI that just knows if the ship composition = burn full at player is a go would possibly break a lot of things

bold pelican
crisp dust
#

that has use when time matters (combat)

bold pelican
#

all it does is move around resources and crew faster than crew alone. Outside of the niche use of sundivers, it has no purpose outside of speedup

crisp dust
#

it has niche combat use as wel

bold pelican
#

Wait, why would you run the manip beam during combat?

crisp dust
#

not very good though

#

but that is the very reason why mining/trading/flying/whatever speeds are probably going to be increased

#

time saves costing resources is disrespectful to the player and is just a waste to not play the game

bold pelican
#

I completely disagree, people in real life have limited amounts of time

#

if I have to do a little more work to save some time, I absolutely will. Such is the case for manipulator beams

#

Also, I love it the more I can automate anything in any game because it means I can progress faster

crisp dust
#

you should not need to pay in game to play the game

#

especially when there is no impct

#

trading taking 0 sec and 50 sec is functionally the same to the player except one wastes time

bold pelican
#

You are already "paying" 50 minutes to design a ship, excuse my language but I won't give a shit if I have to "pay" 1 more minute for better APM

crisp dust
#

spending time designing ships is playing the game and has impact

#

waiting for a trade does not

bold pelican
#

Exactly, this is a way to help automate combat

crisp dust
#

it should be default

#

that is my point

#

cosmoteer is not incremental idle cookie clicker

bold pelican
#

Well, what about AI toggle being default, but the options for behavior are restricted to oc?

#

Personally, if I saw that my enemy's command rooms are overclocked, I would go "shit, the ship designer intentionally set the AI a certain way for this ship"

blissful mural
crisp dust
#

you dhould not need to pay for that especially in career

crisp dust
blissful mural
#

you can pay to buy resources instead of harvesting
you can harvest ftl merchants instead of engaging bounties
you can enable free resources
MelShrug

forest dirge
#

overclock fire extinguisher

if there is a fully burning room nearby, it does a thermal implosion that sucks all of the heat nearby in a given radius (and without thermal batteries may just explode), flash freezing the surrounding corridors, temporarily freezing the floor and slowing crew.

deals with big fires instantly as long as it has thermal capacity, but slows crew

crisp dust
blissful mural
#

whar

serene swift
#

Overcharge Chainguns should project a small energy shield dome when firing where the blast shield was when it's not firing. this shield doesnt cost any energy (beyond the ammo you're spending), but it will take a large spike of heat when damaged, like other overcharge shields, and if the chaingun overheats, it can set off the ammo.

lunar tree
serene swift
#

Then again, those designs are that way because "gun mount with a blast shield" didnt actually provide the protection the concept implied. This way, an internal chaingun can be unclocked and an external can be overclocked.

crisp dust
#

it would be cool for the overclock to play witht he shell mechanic

lunar tree
#

you need to defend other parts aside from the gun turret itself anyways

serene swift
lunar tree
serene swift
#

A weapon system where attacking the weapon system is NOT the right answer, even when scaled up to Broadsword sizes.

lunar tree
old pilot
exotic widget
serene swift
#

Excess control points usable on separated components/separate ships? PLEASE tell me it comes with the ability to spacewalk energy to those separated ships.

pseudo tiger
#

would OC pairing be weird? like a small command room OCED giving a new effect to something

exotic widget
long island
blissful mural
#

i havent seen much issue because of limited experience

scenic hawk
#

feels weird that the overclocked deck cannon gets so much more range and penetration despite no increase in propellant, maybe it should consume a piece of sulphur with each volley?

dusky flint
#

Okay. Hear me out. Overclocked crew. We add exoskeleton stations from which crew can take power armor exoskeleton things. With the power armor, they can then carry things way better, but generate heat.

serene swift
dusky flint
#

The station. Obviously the suits have flexible heat tethers that link back to the station through corridors, and then the station links into the pipe network.

serene swift
#

If moving walkways are in a circle around some room (like a control room) and the tether passes by itself without going backward, what happens?

dusky flint
#

We can just imagine the tethers, it would look messy animating them, and they might get tangled.

urban summit
#

What if the crew emitted heat at their location?

#

That way, you'd have to provide heat-sucker-thingamabobs all along their route.

bold pelican
#

That would be ridiculous but also probably balanced better than crew rooms

#

If I added overclocked crew, that’d be how I’d implement it

pseudo tiger
#

what if the heat suckers could suck EVA crews and youd have to clear out their corpses from the vents

dusky flint
#

The crew would be fine getting sucked into the sucker if they had power armor.

violet saddle
#

Maybe an Oc that interact with the CG's connected magazines would be interesting? Railguns Oc interact with Accelerators too

crisp dust
#

just allow overclocked mags to be refilled while firing

serene swift
#

And of course it is only active as you fire, which reinforces the chaingun logistics problem.

violet saddle
violet saddle
# serene swift And of course it is only active as you fire, which reinforces the chaingun logis...

It wouldn't, really. Chaingun mags are generally made in a way that even cutting the corridor at the level of the CG wouldn't even affect them, and heat is managed automatically so once you made the pipes and added an appropriate amount of thermal batteries and radiators it would be fine, just like for any Oc weapon (in fact, CG is one of the weapons that are the most suited to Oc as they are).
It being disabled when not firing mean that you'll have more heat management's margin between combats, and it has a huge defensive boost during that time (70% damage reduction & 13m pen resistance)

serene swift
#

otherwise the physical armor shutter will close, which takes damage normally

violet saddle
#

It basically have 60 000HP with the shell active

long island
#

I think oc chaingun being a defensive upgrade would be neat

violet saddle
#

Done (I initially divided by 0.7 instead of 0.3)

long island
violet saddle
#

Chainguns have much higher Alpha and damage-per-ammo ratio (and also, as I said, I did the math wrong, with the shell it can take more than twice the damage I initially posted)

amber haven
#

i think in general the design of the cg is weird because the shell tells you "use it as a surface weapon" and its mags and overall cost tells you "...we best not"

#

i had the funny idea of like "wait overclocked capacitors should generate their own power" and i realized two seconds later that i reinvented the wheel

violet saddle
amber haven
#

doesn't the chaingun have the same hp as a large cannon?

#

without shell

violet saddle
amber haven
#

huh

#

i have a lot to say on that

violet saddle
#

With the shell it's insanelly tanky though, as it can take up to 60k of damage if it didn't take any damage when out of shell

amber haven
#

that still feels odd

violet saddle
#

she cost in tritanium come from the shell, but the bigger the mag numbers, the less you use said shell so...

amber haven
#

thats why it feels odd, it feels like its all conflicting

violet saddle
#

yeah

#

If we think of it as a weapon that should only have a few mags and pull back in it's shell when not used it would work, but with the fire-rate rampup, it become a weird design choice

dusky flint
#

All of the thermal canister missile set ups either seem to waste factory capacity, get missile parts to the launchers too slow, or use an insane number of crew.

lunar tree
#

the correct one is to use an insane amount of crew

dusky flint
#

I am just curious if any one has any actual good set ups that are efficient on all fronts.

#

preferably, with touching factories for production boosts.

#

The factories can also tend to get stretched out so it can be tricky keeping them powered without wasting reactor capacity.

lunar tree
dusky flint
#

I like to get one boost on the canister missile factories because they pretty cleanly support 4 launchers when overclocked with 1 boost.

lunar tree
#

the distance becomes too far anyways

dusky flint
#

See, that is the problem.

#

There must be a configeration where we can win on all fronts.

lunar tree
#

you could try throwing an unused ammo factory behind the tcm factory

#

missile modules already did the same at the highest levels in pvp

#

before overclocking

dusky flint
#

Did they buff the factory up to 1.33missiles/sec from 0.8 when OC?

#

These numbers are not what I remember.

#

If it is 1.33 per an oc factory, it may make sense not to need the adjacency bonus.

#

I just realized this is the wrong channel.

#

My bad.

crisp dust
granite wharf
#

i remember hearing an idea of overclocked factories produce double reasource stacks allowing crew to carry 2x a reasource from that factory

#

its a good idea and something i would want to see

torpid spade
#

i think there's technical issues with that idea though it is a good one

granite wharf
#

OC sensors would allow you to see the amount of reasources an enemy has

crisp dust
#

you already can

blissful mural
jovial dragon
#

i have some ideas for overclocking the missile and mine launcher,
Nukes have double the blast but half (or less) health, they also use their old slow missilelike targeting from classic
Emp's don't realy do emp damage anymore, instead they do something like the overclocked ion lightning damage thing (idea is that they basically swap from effective on shields to armor)
Mines have more shrapnel minor amounts of homing and now last forever
Missiles split into 3 smaller missiles when hit, the mini ones only do about a 6th of the damage (since 1 split = 3 they'd technically have a 3rd of the damage but a 6th makes it less overpowered or something)

granite wharf
urban summit
dusky flint
#

Like it would name asteroids?

#

I like the range boost on oc sensors and don't want them to change, but what if an overclocked sensor could jam enemy sensors reducing their range. Then you would have a reason to have two sensors, and a lot of ocd people would be a lot happier with more symmetrical ships.

tiny storm
#

OC manipulator beam
No longer able to function without crew (ie: no picking up items if no crew to assist)
Now picks up items 5x faster

#

(I just want faster pickups for late game)

violet saddle
# urban summit Why the ❌ ?

If you mean like adding names to asteroids, it would be a LOT more data and manage to add for the game.
If you mean identify resources, I don't like the idea of adding hassle to the material collection part of the game, and I don't think I'd be the only one. Who want to be forced to have a later stage module that cost a lot + the Oc system which also cost a lot to be even able to start being efficient in mining? Because if you don't have it, you'll mine empty asteroids and asteroids with material you don't need

urban summit
violet saddle
urban summit
#

I didn't say anything about names for asteroids, or making resources invisible, or anything like that?

#

Please don't try to put words in my mouth.

violet saddle
#

Then what do you mean with "allow you to identify asteroids within your radar range"?

dusky flint
#

I didn't put words in your mouth. I asked for clerification. See the question mark?

urban summit
dusky flint
#

If I identified an astroid I would name it.

violet saddle
#

You mean like you can see asteroids, or even see asteroids and their size and/or ressources, beyond sight?

urban summit
#

Okay. You know how asteroids have a little symbol that hovers over them, so you can see what resource they have even when zoomed out?

#

Like how an iron asteroid has an Fe, or a gold asteroid has an Au?

violet saddle
#

Yes.

urban summit
#

Well, wouldn't it be nice to be able to see those when an asteroid is in your radar range, even if it's not in your vision range, so you can mine more efficiently?

violet saddle
#

So you mean having that on top of increased vision range?

urban summit
#

Yes.

#

There was a preview ages ago that let normal sensors do this, and it was very handy.

#

I think it was the clouds preview.

#

Of course, in that case, it was due to an error, and was removed.

violet saddle
#

Honestly, I don't think it'll add that much convenience aside from allowing to search for isolated asteroids outside the belt and fields. The increased vision range is already enough to queue 90% of the asteroids in a field when placing your ship at the center (unless it is within a cloud).
If we speak about added features to radar via sensor, I'd prefer if you could see the affiliation and tier of ships within radar range first

#

If you could know if a pirate target is an FSR, Monolith, Empire or Cabal ship and see it's rank and speed, you could make assumptions on the kind of weapons it most likely have and what kind of challenge it represent to you and choose to engage or avoid knowingly.
It would also help to hunt patrols and/or do piracy more easily (like you won't pursue a cargo ship when trying to hunt a faction's patrol ships for a mission, nor pursue a patrol when trying to aim for defenseless ships for their ressources)

tiny storm
#

especially at the stage of the game you want to be mining in

#

A major problem with mining late game is that the effort to find ore isn't worth it

#

this would fix it

violet saddle
# tiny storm sensor room + OC isn't that much of a cost

Sensor room is a huge investment in early game: 10k in research, 5 crews, 27 hypercoils & 4 processors.
That's enough processors for two cockpits and nearly enough hypercoils for 4 manipulators, or 1/3 of the processors and 1/2 of the hypercoils required for the hypercoil factory (note: I don't care about steel cost as it is so trivial, especially with ship graveyards).
In my experience as a mining starter, the Sensors is so costly of an investment that you generally make it after getting the hypercoil factory, which cushion most of the cost... and it's the point from which your economy really get going

tiny storm
#

and this would be a step above so you'd have the same experience, but once you unlock overclocks suddenly you can do it just a bit better

violet saddle
#

Overclock will also be locked behind research and heavy coil/hypercoil costs

tiny storm
#

yup

violet saddle
#

it would be a mid-to-late game option

#

at which point costs are negligible

#

there is also the possibility that Career 2 lock sensors behind a certain level of reputation (like weapons), which would make it an even later game option

scenic oar
#

Idea: OC ions could, rather than do lightning, increase the durability of prisms they are pumping energy through, allowing
exposed prisms that can fired directionally

tiny storm
#

eh the lightning is varied enough, ion in general needs work tbh

violet saddle
#

Current Oc Ion is quite interesting already. I don't see why we would remove it for a defensive buff that wouldn't change how we use them (even with reduced damage, the prisms will still be hid behind shields)

amber haven
#

why are we trying to change oc ions

covert flower
scenic oar
# covert flower The ion capacitor prism armor?

Only resistant when being fired through, so not a practical armor, just less easy to pop
E.g. +100% hp equivalent per ion beam equivalent
So you would need 6 ions to get equivalent durability to normal armor

covert flower
#

Its only 2 then if you use a cap

#

And you dont need constant fire because the beam loops by itself

pseudo tiger
#

Would mani beam oc putting supplies into factorys be op

amber haven
#

doesnt it already do this

#

or do you mean from internal storage

karmic crypt
#

How do I turn on the preview?

wispy otter
#

Mine Overclock should be Molotov in space, would be pretty funny, it becomes like a small cloud that does heat damage and kills crew if they stay too much inside...

wispy otter
#

Just hear me out...
Like just hear me out...

TRL, but with ice...
Makes systems slow/nerf them outright, then stops crew in place...

We shall call it the "Glacier Update"...

amber haven
#

Underclocking weapons makes them cold

#

it adds new functionalities that make the weapon useless

heavy blaster: firerate reduced by 50%. generates cold
small blaster: firerate reduced by 50%. generates cold
small cannon: firerate reduced by 50%. generates cold
large cannon: firerate reduced by 50%. generates cold
deck cannon: firerate reduced by 50.1%. generates cold
sensor room: firerate reduced by 50%. generates cold

you get the picture

#

(im joking, cooling stuff would be cool)

tidal cradle
#

unusable

wispy otter
#

I wanna be Mr. Freeze and dish out cheeky one-liners when I kill my enemies like saying a Pecadillo "Just Chill Out!" As I freeze their cockpit...

amber haven
#

fire extinguisher: ability cooldown increased by 100%. generates cold. crew wearing these will move 94.9% slowr

wispy otter
#

But for real, a cooler module would be nice, its a radiator that you can store deep inside your ship to cool all the pipes connected to it, but you need to power the thing...

amber haven
#

i would like a bigger powered radiator

#

currently only 3 ways of venting heat are radiators tcms and trls. one of which is not at all a real method

edgy nexus
wispy otter
tawdry latch
#

Are these pipes technically just very large wicks? Theirs really no indication that there is any pumps. A Wick in disguise I suppose.

tawdry latch
wispy otter
#

Did you really just discussed to me how Refrigerators work...?

Hahahahaha, I mean I know how it does it's thing but having a radiator that doesn't need an open space but need to be powered as a flaw is just what I mean when I said that...

tawdry latch
#

Oh a passive radiator

#

But powered?

#

So basically a radiator with a fan

wispy otter
#

Yea, yea...

edgy nexus
#

I would alt+f4 if I got hit with that one after getting beaten by lets say an avoider or by using some trick

stark orchid
#

someone mentioned it before but overclockable hyperdrives would be cool

#

basically they'd work exactly as capacitors now do, where they generate heat based on stored power over time, which would allow you to keep a drive precharged. However, upon warping, overclocked drives both generate a ton of heat (possibly comparable to railguns) and dump a portion of that heat directly onto their tile instead of into their connected heat network (like how shields get set on fire when taking thermal damage instead of dumping it into heat pipes)

#

could also require a bit of energy to maintain the drive's charge so you're not just getting a completely free get-out-of-blowing-up-now card for having some fancy radiators on your ship, instead you're trading a little bit of constant crew labor and getting burnt up for the ability to somewhat quickly escape from a Situation of sorts

#

could also force a section of overclocked hyperdrives to always be set on fire, like 50% of the walkable tiles or so

#

which would force you to further section off overclocked drives

#

the alternative idea would be blink drives probably, where you get reduced jump efficiency but can jump anywhere instead of only to beacons, possibly with similar drawbacks i mentioned before so you cant just warp a combat ship right behind an enemy fleet without having some specially designed firefighting warp crew

#

although with how warping discharges basically everything on a ship, that might not be necessary

edgy nexus
edgy nexus
#

Also if I remember correctly shields catch fire if they are not OC or the heat system can't handle the heat

stark orchid
#

it makes sundivers way more expensive and bulky

edgy nexus
#

Oh, I just checked, yeah, but its kinda solved by 1-2 heat absorbers...

stark orchid
#

it’s mostly an annoyance for regular shields, but you need waaayy more to do sundiving

#

honestly with how weak thermal is against shields, it really should just dump heat straight into pipes

serene swift
#

bumping for new viewers

tawdry latch
#

What if brideroom/control/cockpit oc increased crew speed and all moving walkways? or mabey during the crew update then would have a better idea for oc on the ship control rooms. Just ideas, not really suggestions.

tranquil jewel
#

got some idea for overclocking some certain parts

Storages
enables auto-move system, enabling storages to move resources to adjacent storages.
generates ironic amount of waste heat based on amount of resources moved

Thermal Resonance Lance
After aiming, Thermal Resonance lance starts to charge the weapon for 10 seconds, absorbing certain amount of heat continously from entire ship's system.
after that, Thermal Resonance Lance fires all of stored heat into form of a slow-moving 'Heat sphere'.
but launching it also applies heat spike to entire weapon system, render the weapon useless for 10 seconds

'Heat sphere' Deals Damage to overlapped parts with sphere itself and overheats the ship nearby itself.
'Heat sphere' becomes smaller as it goes then disappear at certain range.
(Heat sphere's AoE radius and Direct damage amount is based on absorbed heat before launch.)
(Overclocked Thermal Resonance Lance cannot be improved from dilation/amplification pumps due to instability issues)

blissful mural
#

I cast fireball

tranquil jewel
#

Imagine Throwing Miniature sun to enemy ship, watching them deep fried from inside to outside
or experincing same from enemy(espicially great house io) ships

stark orchid
#

maybe instead of a sphere it’s a wave of high penetration low damage high heat projectiles

lunar tree
#

i like the idea of it shooting a huge heat ball as it would not only be really cool but also be an interesting mechanic in pvp that would allow it to function as a sort of area denial tool

crisp dust
#

burst trl \🤤

lunar tree
#

also synergy with octb sounds really funny

tranquil jewel
# lunar tree i disagree with not scaling with dilation/amplification; thats the whole weapons...

then how about this idea

Thermal Resonance Lance
After aiming, Thermal Resonance lance starts to charge the weapon for 10 seconds,
absorbing certain amount of heat continously from entire ship's system.

after that, Thermal Resonance Lance fires all of stored heat into form of a slow-moving 'Heat sphere'.
but launching heat sphere applies abrupt heat spike to weapon, render the weapon useless for 10 seconds.

'Heat sphere' Deals Damage to overlapped parts with sphere itself and applies heat to enemies nearby itself.
'Heat sphere' becomes smaller as it goes then disappear at certain range.

[Direct damage & AoE Heat radius increase linearly based of heat absorbed from thermal system.]
[AoE heat damage increases logarithmically in proportion to the dilation factor.]
[Direct damage area increases logarithmically in proportion to the amplification factor.]

lunar tree
# tranquil jewel then how about this idea **Thermal Resonance Lance** After aiming, Thermal Reso...

10 seconds charge is craaazy long. even 5 is pushing it imo. the downtime afterwards is probably fine at 10s tho thats pretty long tbh

it should also fully drain all the power from the trl and pumps imo. the fact it takes heat out of your system even faster is interesting; would it be able to consume infinite heat and get infinite power? seems a bit of an issue as you could spam thermal storages and get basically infinite burst dissapation. limiting the absorbtion over time to the amplification % instead of the amp % directly influencing damage would probably be a good idea

#

the higher amp you have the more heat you can intake over the charge and the more damage you consequently deal

tranquil jewel
#

that seems to be good idea too

tranquil jewel
# tranquil jewel then how about this idea **Thermal Resonance Lance** After aiming, Thermal Reso...

lemme fix that again:
trl starts to charge the weapon for 5 seconds after aiming,
absorbs certain amount of heat from entire ship's system while charging.

after that, Thermal Resonance Lance fires all of stored heat into form of a slow-moving 'Heat sphere'.
but launching heat sphere drains all power from dilation/amplification pump and Thermal Resonance Lance itself,
making them unchargeable and useless for 10 seconds.

'Heat sphere' Deals Damage to overlapped parts with sphere itself and applies heat to enemies nearby itself.
'Heat sphere' becomes smaller as it goes then disappear at certain range.

[AoE Heat Radius & AoE Heat Amount increases logarithmically based of heat absorbed from thermal system.]
[Direct Damage radius increases logarithmically in proportion to the Amplification factor.]
[Absorption rate and Maximum heat Absorption limit increases logarithmically in proportion to the Dilation factor.]

blissful mural
#

so it just ignores armor and shields/phases through?

#

nahhhh

#

unless its more of a BFG 10k thing where it deals damage on a radius outward instead of phasing and ignoring collision

tranquil jewel
# blissful mural unless its more of a BFG 10k thing where it deals damage on a radius outward ins...

then that idea can be changed like this:

[before]
'Heat sphere' Deals Damage to overlapped parts with sphere itself and applies heat to enemies nearby itself.
'Heat sphere' becomes smaller as it goes then disappear at certain range.
[after]
'Heat sphere' Deals Damage and releases heat shockwave upon contact with enemy ships.
'Heat sphere' also applies heat to enemies nearby itself continuously until contact/expire.```
blissful mural
#

Yeah
As long as it doesn't penetrate ignoring stuff it probably fine

vapid galleon
#

New railgun overclocking that makes it fire slower, but with a three round burst, and the second and third shots being weaker than the first. Triple Tech Chambers from Deep Rock.

tiny storm
#

nah mole, damage gets increased as it penetrates but has limited pen and if it doesn't kill the first object it hits, like armour, it doesn't pen at all

#

oh and lets also do the fire one, less pen, less damage, but sets everything in ~4m horizontal of the shot on fire as it passes by

amber haven
#

what about de-atomizer where it does absolutely fucking nothing

tiny storm
#

lol

harsh estuary
#

Overclocked hyperdrive beacon no longer requires crew to operate but obviously makes heat still requires energy

tiny storm
#

i dont think OC making stuff crewless is in the picture, but making stuff powerless is a different story

#

OC hyperdrive beacon now generates it's own power

amber haven
#

-# we found the hamster wheel except its a fucking hyperdrive beacon

harsh estuary
#

What about overclocked hyperdrive beacon counts as a medium hyperdrive

#

Also could we make it over clocking hyperdrives lest it store 50% of the power needed to jump even when it’s not jumping

tiny storm
#

and OCs don't modify the storage of a weapon

stark orchid
#

oc hyperdrive beacons give increased efficiency for ships jumping to it maybe?

granite wharf
#

its already planned for them to be blink drives

torpid spade
#

that's hyperdrives themselves

granite wharf
#

oh

#

oops

pseudo tiger
#

Oced beacons should interdict Bus

dusky flint
#

Over clocked cosmetic light blocks should generate a large amount of heat for people who are cold, or want to fill a thermal canister. It would also be good for arsonist and people who want to generate heat for testing.

junior trout
#

OC heat exchanger
-# I'm serious
Would increase radius by 1.5x, rounding up to 8 meters
however it would also decrease max heat dissipation by 0.25x, down to 225 MJ. This could be combatted by adding more pipe inputs.

  • 2 inputs = 450 MJ
  • 3 inputs = 675 MJ
  • 4 inputs = 900 MJ
    (note: this wouldn't work on non-oc heat exchangers)
wispy otter
#

OC Tractor Beams should have its normal beams be able to push projectiles like Missiles...

It cant push lasers as its light, and ballistics from cannons as it has too much kinetic energy, but propelled missiles should...

still sparrow
#

That seems oddly specific

molten forum
#

it already does with the ability

#

though unlike the ability, the normal beam seems like it'd have an insignificant effect on that anyway

wispy otter
# still sparrow That seems oddly specific

But it does make sense that Tractor Beams should be able to move projectiles, it can push a big ship, why not a small rocket...?

And for gameplay reasons, you only lock this ability to the OC counterpart... And to make it less OP, it only works on missiles as if tractor beams could move cannon shots and make your ship cosplay like Neo which would be sick, it should be toned down to keep the game balanced...

junior trout
#

I prefer the idea of manipulator beams doing this

tranquil mesa
#

regarding oc tractor beams, I noticed that they fling floating ressources and people on EVA literally across half the system when you use the pulse. It would be really nice if they would collide with the ship during that pulse, so you could collect resources easier after a battle (by pointing the pulse inward and having all resources & people directly by your ship). You could even use it to rescue crew that "fell out of the ship" during battles without having to turn back

still sparrow
wispy otter
urban summit
# junior trout I prefer the idea of manipulator beams doing this

I don't like the idea of manipulator beams doing this; if anything, I'd prefer the tractor beam (though even that isn't ideal). It would feel very weird to have a ship with lots of manipulator beams happily chucking all your attacks back at you, and wouldn't match the utility profile of manipulator beams at all.

molten forum
#

manipulator beam meta

jovial dragon
#

What about a slingshot effect where it warps the angle of shots,

#

Wouldn't really work for hitscans or missiles, but it would be cool

molten forum
#

before outright destroying lasers, early flak bounced lasers away

jovial dragon
#

That sounds cool