#overclocked Cockpit, Control room and Bridge idea

65 messages · Page 1 of 1 (latest)

fierce crag
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generates a lot of heat in exchange for not needing crew to operate

serene willow
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i dont see the benefit here

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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

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you add heat generation to it for what?

fierce crag
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to save crew

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heat generation could probably be low thinking about it

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maybe some sort of ship wide buff on top if it

white mesa
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I guess another idea would be it generates its own power..?

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or some power, less than what it consumes /min

carmine imp
regal seal
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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.

carmine imp
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making the processors work harder so things can be automated?

fierce crag
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uses AI instead of brain power, the AI requires cooling or something

white mesa
noble sequoia
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i think control room should buff adjacent parts (especially weapon) anyways

regal seal
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It doesnt change the way your ship is built/piloted except for the pip connection

carmine imp
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i mean, you could probably say the same about reactor overclocks

regal seal
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No they significantly change the way you build your ships

white mesa
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I agree, it lets me use more capacitors which needs its own cooling etc. etc.

noble sequoia
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reactors are central hubs for logistics

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the fact that they need to be piped at all makes them signficiant to build around

serene willow
serene willow
white mesa
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overclocked processors within the cockpit becomes an AI

serene willow
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logistically this changes basicly nothing

white mesa
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its a "vibe" reason that Plaus mentioned, not a gameplay reason

noble sequoia
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vibes without gameplay is for mods

serene willow
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..even with that in mind it still seems unessesary, that mandatory connection with crew isnt solved by this either way

white mesa
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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

serene willow
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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

hearty relic
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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

crimson folio
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how about making it transfer energy to adjacent parts? benefits smol crafts...

white mesa
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that's interesting

tawdry plank
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What about buffs crew speed in radius around the CR?

white mesa
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It sounds interesting, I think it can affect designs. It turns the CR into a high risk high reward kinda thing

carmine bay
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I would agree except I imagine it would be disproportionately more usable for weapons that are naturally defended

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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

fierce crag
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i think it should be a buff for operators

carmine bay
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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

hearty relic
carmine bay
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Overheat a building to make it fire resilient, seems reasonable

stark blade
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(Whoops, sorry for the ping)

carmine bay
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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

noble sequoia
carmine bay
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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

noble sequoia
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or removal/reduction of congestion

tawny basin
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Heat up your crew so they gtfo of here faster

keen vector
# white mesa It sounds interesting, I think it can affect designs. It turns the CR into a hig...

(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

stark blade
keen vector
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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...

stark blade
nocturne viper
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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
past dew
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HAAAANK
DONT ABBREVIATE CONTROL POINTS
HAAAANK

crimson folio
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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||

serene willow
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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

jaunty axle
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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.

storm kettle
plain vine
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A crewless cockpit would mean, in campain, a 0 crew PD drone, In a game mode where crew is the limiting factor.

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In practice, it would probably amount of explosively separated crewless drones. At which poit, were better off waiting for the Drone patch's smallgrid

storm kettle