#overclocked Cockpit, Control room and Bridge idea
65 messages · Page 1 of 1 (latest)
i dont see the benefit here
the crew in the cockpit are already basically free, this will only have an effect in career and you need to have it connected anyways to power it
you add heat generation to it for what?
to save crew
heat generation could probably be low thinking about it
maybe some sort of ship wide buff on top if it
I guess another idea would be it generates its own power..?
or some power, less than what it consumes /min
crew's 500 credits a pop plus the cost of the crew room in pvp, and crew is pretty strongly limited in career. taking away crew requirement is a decent boost
Why would an overclock remove the need for crew? Idk it doesnt really pass the vibe check for me.
Also this is much stronger for career than pvp so its very hard to balance.
making the processors work harder so things can be automated?
uses AI instead of brain power, the AI requires cooling or something
maybe it can have an AOE buff (minimal) to fire rate or production rate?
i think control room should buff adjacent parts (especially weapon) anyways
I guess its just a pretty boring overclock
It doesnt change the way your ship is built/piloted except for the pip connection
i mean, you could probably say the same about reactor overclocks
No they significantly change the way you build your ships
I agree, it lets me use more capacitors which needs its own cooling etc. etc.
reactors are central hubs for logistics
the fact that they need to be piped at all makes them signficiant to build around
if it generates a lot of heat it will cost more to network it with heat and radiators
and even then you still need to power it normally so there's no removing crew requirement anyways
what automation would it add though? it just removes the crew that dont go anywhere
overclocked processors within the cockpit becomes an AI
logistically this changes basicly nothing
its a "vibe" reason that Plaus mentioned, not a gameplay reason
vibes without gameplay is for mods
..even with that in mind it still seems unessesary, that mandatory connection with crew isnt solved by this either way
I agree, I do believe it should have a gameplay reason, the vibes thing is just one part of it. rift did mention a shipwide buff, though she did not mention anything specific
one of my ideas for one of the larger control room sizes is that its overclock could allow you to select a seperate ship to give bonus command points to
ex: you select a ship without control rooms but with crew and the OC control room can now remotely control that ship too within a certain range
something i had was just removing its need for power or giving a dynamo.
im not really sure whatd change, as you still generally need to hook things up, to maximize crew (unless 2 CRs) and blocking them off with tons of armor is already possible, but its probably the simplest option
how about making it transfer energy to adjacent parts? benefits smol crafts...
that's interesting
What about buffs crew speed in radius around the CR?
It sounds interesting, I think it can affect designs. It turns the CR into a high risk high reward kinda thing
I would agree except I imagine it would be disproportionately more usable for weapons that are naturally defended
Especially if you were already overclocking your deck cannons, adding in a 2b2 or 3b3 dead spot in between a cannon wouldn’t be a problem for most designs
i think it should be a buff for operators
I don’t mind the idea as it would buff small ships but I would rather most of the power be defensive or similarly suited for outer placement, something like fire extinguishing speed buff
the operaters are not allowed to die during fires 
Overheat a building to make it fire resilient, seems reasonable
I like this.
(Whoops, sorry for the ping)
It’s fine but I don’t really see it being inline with slightly changing how the building works/is used, you likely just move it around a bit to hit more key corridors and is able to hook up to an existing heat line and it’s just a buff
stacking? diminishing with range? with ftl style heat?
What if instead of a speed buff it’s a speed reduction nerf, ie mostly movement in rooms, across conveyors and past crew is faster, it could potentially make some layouts viable, albeit with some risk of something like CGs having a significantly faster reload.
In comparison to a flat speed buff it should generally benefit smaller unoptimized craft, and potentially incentivizing placement closer to the edge of a craft, where there may be a significant number of closely packed rooms and significant throughput of energy and munitions
or removal/reduction of congestion
That would promote smart cr placement. Would be nice to test.
Heat up your crew so they gtfo of here faster
(yes this is quite the necro and i have to justify it)
slightly off-topic but reminded me of how battle for middle earth 2 reworked the HQ building into a strong attack building that just happens to also produce builders, though obviously control room being a roof nuke wouldn't work well for balance
would be quite interesting to give control rooms a purpose other than simply giving command/control points
Control room being a roof nuke... I assume you're referring to StarCraft?
https://starcraft.fandom.com/wiki/Nuclear_silo#StarCraft
half of the BFME2 faction have the biggest fortress add-on be a giant magic cannon aimable at anywhere on the map (though it does respect physics when hitting valleys), though BFME2 fortresses also usually have buffs for the area immediately around em as smaller add-ons
other thing that wouldn't work is faster part construction as overclock is disabled during construction, though it wouldn't be inconceivable to have a large range factory buff...
Goodness. And that's supposed to be Middle Earth themed?
-# As a sidenote, I get very annoyed when people try to make Middle Earth have Warcraft-style big flashy magic. That's just not how things work there.
Having different Oc for different CP systems would be interesting. For instance:
- Oc Cockpits have increased power capacity can transfer power to adjacent systems (similarly to ER with thrusters)
- Oc Control Rooms can be linked to a ship parts and replace up to 3 operator seats in it, allowing not only to economize in crew size but also to reduce the number of operator crew in dangerous areas
- Oc Bridges increase the movement speed of crew in an area around it, making placing it close to a reactor far more interesting. I don’t think it would be as interesting for DC because the problem for their crew-efficiency is the stun-time, not movement speed
HAAAANK
DONT ABBREVIATE CONTROL POINTS
HAAAANK
i have a weird idea: ||oc control rooms gives negative control points while parts give command points (of at least one oc control room exist), all control rooms within a ship generates heat based on the remaining command points (so if you have a lot of parts, you need a ton or radiators or your control rooms will explode... maybe some), pros: ships can work despite having less control rooms (e.g. one of your control room is destroy which normal makes the ship uncontrollable, cons: slaps you with a heat wave (tons of heat), and i dont know, i just wanna share this idea||
i was thinking OC Bridges could lend control points to vessels without sufficient control points, allowing for carrier/drone style builds
or it could directly teleport power from its self to the other vessel's control room for pickup, removing the need for a reactor in remotely operating vessels?
^ to be balanced it would probably need to give the receiving end the same amount of explosiveness, shouldn't matter on your smaller ships but should matter if you try to use it as an energy teleporter across the same ship
Control rooms with power generation are awesome, we could make small and cheap mini fighters but domination meta builds will all require a rework.
But boosting crew speed when OC doesn't fit with walkways, and is not realistic in any way.
@jaunty axle You can try this and several other technologies in this mod https://steamcommunity.com/sharedfiles/filedetails/?id=3608238386
A crewless cockpit would mean, in campain, a 0 crew PD drone, In a game mode where crew is the limiting factor.
In practice, it would probably amount of explosively separated crewless drones. At which poit, were better off waiting for the Drone patch's smallgrid
In the current version of the game, the crew only serves as resource deliverers, as there is no specialization. However, once the crew gains specialization that affects gameplay, replacing them with droids may become ineffective or even impossible.