#New Defense Way————Nanoweaving Loom

56 messages · Page 1 of 1 (latest)

torn mango
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Nanoweaving Loom

  1. Basic Functions
    A new defensive measure that provides all components within its range with additional resistance to AOE damage, penetration, and heat, as well as extra hit points (effects from multiple Nanoweaving Looms do not stack). These hit points can be restored but are difficult to recover effectively during combat. The device requires an operator and consumes power (and even materials, such as carbon!).
    a. Small Nanoweaving Loom
    Size: 2x2. Provides all components within its range with additional resistance to AOE damage, penetration, and heat, as well as extra hit points. Requires 1 operator. Has a small range. The extra hit points are nearly negligible for armor but may offer some meaningful benefit to other components.
    b. Large Nanoweaving Loom
    Size: 3x3. Provides all components within its range with additional resistance to AOE damage, penetration, and heat, as well as extra hit points. Compared to the Small Nanoweaving Loom, it has stronger effects and a larger range. Requires 2 operators. Consumes carbon in addition to power. It interferes with shield generators within its range, causing them to consume more power when hit.
    c. Overclocking Function
    If overclocked, it can instantly release a massive amount of heat via a button (similar to overclocking a tractor beam!) to restore the extra hit points it provides. The amount of heat released is determined by the number of covered components. (This is designed to allow quick repairs after combat; performing repairs during combat offers very poor cost-effectiveness.)
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  1. Why I Want to Add This Feature?
    a. The game features a wide variety of weapons, but defensive measures are relatively less diverse.
    b. It refines the role of armor in the game. We don't necessarily need to rely on stacking extremely thick armor for defense.
    c. It offers a more interesting way to reduce player losses, which is much more engaging than simply increasing rewards or instantly repairing ships.
    d. It can be seen as a more Cosmoteer-like, more interesting presentation of the often-mentioned titanium armor and bubble shields. Compared to titanium armor, it is more complex, requiring manpower, power, and materials, and can only be placed near the main hull. Compared to bubble shields, the hit point bonus it provides to armor is (during combat) one-time, and multiple bonuses cannot be stacked like multiple shields.
    e. It makes non-armor components, such as radiators, more durable.
    f. I believe this will also introduce new modding interfaces, offering more possibilities for mods.
strong basin
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  • I particularly like this as an idea of a new defensive tool, because it doesn't inherently replace armor or shields, and would only be used in conjunction with them.
  • I like that the larger one as a trade-off consumes carbon so that it's more limited
  • The nanoweave looms increasing shield damage taken is interesting and probably for the best
  • The overclock version has a burst heal is cool, but I think would be hard to balance
    All in all good suggestion 👍
torn mango
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The balance issue is indeed a cause for concern, but after discussing it with my friend for a long time, I found that it's impossible to provide an answer without actual testing in the game!Apart from the issue you mentioned, I'm also very worried whether it will replace the role of small shields on low-priced deck cannon ships,or make this kind of ship too strong

lofty crow
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this is really cool

wary forge
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the current overclock does seem like it would be a bit of a hassle to balance, and even more so to make useful to ai, so i think it would be cool if the overclock made the effect stack with other overclocked looms, with a <1 exponent to make it not overpowered

torn mango
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Actually, what I mainly want is for everyone to have a way to quickly restore the extra health points, because its natural recovery is very slow. It would be great if there were other methods

fluid moss
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Would this require carbon constantly or only for repairs? Whst happens if it runs out of power?

torn mango
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lose efficacy

fluid moss
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Sounds very interesting apart from requiring carbon which is already very rare ^^

torn mango
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I hope it embodies high cost, high reward. After all, it’s an interior-mounted device that enhances defensive capability across a large area.

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And I think that since ai also needs to use it, perhaps it can actually enable everyone to obtain more carbon?

elfin prawn
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I used a slightly different solution, but the overall result is the same. Instead of nanoweaving, I use nanites, which slowly repair damaged parts. They cannot restore the destroyed part. Instead of increasing the strength of the armor, I equipped it with a small protective energy shield. This provided good protection against pinpoint kinetic and energy weapons, but since the energy screen is not very thick, AOE damage may well damage the armor itself. The result is a well-balanced defense that can be penetrated, but not with any weapon. How it all works and you can try it here https://steamcommunity.com/sharedfiles/filedetails/?id=3608238386

torn mango
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I'll try later

lone roost
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So you are basically making a quick repair, it won't really change much

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Especially with heat burst based on the amount of repair

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It's probably very useful on smaller ships, but as price grows, the modules get one-shotted more and more

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On 1.5M for example even if it fully restores hp of all non-destroyed parts in range, it will still leave a weak spot because it doesn't restore the broken parts

elfin prawn
# lone roost I mean, there is only so much you can heal, if the part is already destroyed, it...

It's not about the volume, but about how the destruction of a part is implemented in the game. When the strength drops to 0, a part is replaced by a structure, and after the structure is destroyed, it is considered permanently destroyed. Reverse restoration is impossible already at the structural stage, and here a part must be rebuilt using the necessary materials, but for ships controlled by AI, a complete restoration mechanism has been implemented, even without the direct participation of the crew. The manipulator beam delivers the necessary resource to the repair point and the part is restored.

steel merlin
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im voting no.
its killing the balance and vibe of this game, its unnecesary and there are more better suggestions unanswered

torn mango
fluid moss
steel merlin
wary forge
lone roost
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Especially with the drawbacks to healing creating a ton heat, meaning that you can kill your own heat system by accident and such a system automatically removes the chance to spam it - you will burn yourself to ashes

steel merlin
# lone roost ...around 7 days of playing you said and you talking about balance... Ok, in whi...

im pasionate about game dev and i played hundrets of games. i know what im talking about.

allright smartass, you wanted arguments then here we go:

1. It Blurs Defensive System Identity

Cosmoteer works because defensive systems have clear roles. Armor absorbs. Shields mitigate. Redundancy and layout matter.

Nanoweaving Loom adds a blanket modifier that:

  • increases resistance to AOE
  • reduces penetration effectiveness
  • mitigates heat
  • adds extra hit points

That is not a niche tool. It is a universal defensive amplifier.

From a systems design perspective, this is a homogenizing mechanic. When one module partially counters multiple weapon archetypes at once, specialization loses value. The meta converges. Build diversity shrinks.

2. It Over-Synergizes with Brick Tank Meta

The game already rewards dense, layered ships with strong crew logistics. Loom further:

  • increases effective durability of clustered components
  • protects critical systems from splash and penetration
  • reduces the downside of centralizing key modules

That promotes layout centralization, which weakens spatial tradeoffs. Cosmoteer’s balance heavily depends on ship topology. This device softens those constraints instead of reinforcing them.

3. Poor Readability and Weak Counterplay

Strong defensive mechanics need clear counterplay and visible feedback. Here we have:

  • non-stacking but still impactful area effects
  • extra HP that is not visually distinct
  • hidden resistance modifiers

This creates opaque systemic complexity. The opponent sees longer time-to-kill but lacks intuitive feedback for why. In PvP, hidden durability layers are frustrating.

Shields are visible. Armor is visible. This operates in the background.

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4. Power Creep and Durability Inflation

Any global resistance increase forces one of two outcomes:

  • weapon damage must increase
  • fights become longer
  • That leads to stat inflation over time. If Loom becomes standard in mid or late game, AOE and penetration - weapons must be buffed to compensate. That punishes ships that do not use Loom.
  • It creates long-term balance pressure.

5. Resource and Crew Costs Are Not Meaningful Tradeoffs

On paper, operator requirements, power consumption, and carbon upkeep look balanced. In practice:

  • large ships already have surplus crew
  • endgame power scaling is manageable
  • caron consumption is logistical, not strategic
  • This is a linear cost in a system that already rewards scaling. It does not introduce meaningful opportunity -- cost at high levels of play.

6. Overclock Function Undermines Damage Consequences

The heat-based HP restoration mechanic acts like a pseudo-repair layer. The problems:

  • it reduces the importance of repair crew
  • it weakens structural degradation as a pacing mechanic
  • it partially resets burst damage

Cosmoteer combat relies on visible degradation phases. This adds a quasi-reset button without true component loss, which weakens tactical consequences and tempo control.

7. Expanding on “It Kills the Balance and Vibe”

Cosmoteer is fundamentally about:

  • physical construction
  • spatial tradeoffs
  • crew logistics
  • visible structural damage

Nanoweaving Loom introduces an abstract statistical modifier rather than a structural solution. It shifts the game slightly toward an RPG-style stat layer instead of engineering-driven problem solving.
It does not create a new playstyle. It reinforces durability stacking.

8. Conceptual Inconsistency

If a module counters AOE, penetration, and heat simultaneously, it is universal.
If it is universal, it becomes meta.
If it becomes meta, it becomes mandatory.

Mandatory modules are weak design. Simple as that.

steel merlin
torn mango
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So

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do you have any better idea?

steel merlin
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yes: don't do it. focus on 20 other, better suggestions instead

torn mango
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What I mean is the advice on defense

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Actually, I agree with many of your points, but in the current version (especially in higher price brackets), offensive capabilities far outweigh defensive ones. There’s simply no effective way to defend.

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As for the visualization issue, that was indeed an oversight on my part, but of course, this thing does need visual effects.

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And I should mention why I would want to add a blanket buff effect rather than weapon-specific defenses: because with weapon-specific defenses, if the numbers are too low, people won't use them (since you typically have to face all kinds of enemies), and if the numbers are too high, the game turns into a simple game of rock-paper-scissors.

steel merlin
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valid point

torn mango
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And I have to emphasize the point about the overclock function undermining the consequences of damage. It only rapidly restores the extra HP provided by this device itself, not the HP of everything underneath it. And my intention is precisely to reduce attrition and encourage players to engage in direct, head-on combat.

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I have something to do now. Can I discuss it with you later?I'm very glad to hear your opinion. I hope everyone can put forward more opposing views to make my idea better and even come up with a new one

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lone roost
# steel merlin im pasionate about game dev and i played hundrets of games. i know what im talki...
  1. it doesn't effect shields nor does it effect defensive measures, it allows an increase in durability in a certain range, which is needed with how easily you can get through armour.
    Rn armour is too easy to break. At the same time it doesn't make other measures less useful: armour is still needed, so are shields that can protect further and can be recharged. Pd and Flak prevent the damage from happening in the first place.
    A module that just increases durability won't suddenly make everything better, especially if it doesn't have too big of a range and needs energy, it basically would create problems when you need to place the weaponary and shields by taking up space

  2. no it doesn't, unless you make it have too big of a range, the module itself and the corridor to it would become a weak spot, plus we already have heat to deal with those
    As for softening, it only a little decreases AOE, penetration, etc, not too much.
    AOE is a real problem, as on some weapons it ignores shields, destroying parts behind them and Nanoweaving Loom basically allows to counter ships who rely on the fact that shields can be bypassed by soem weapons to a certain degree.

  3. who says we can't make a texture on top to show the effected parts and how much additional HP they have? We have visual representation of heat and burned parts for example, making a "shield" on top that breaks as additional hp goes down would make sense. Plus hey, shields hidden in armour won't be visible until you reach them or see the module itself, that can prevent a railgun from going through for example

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4) WE ALREADY HAVE OVERDAMAGE PROBLEM. People have suggested increasing armour hp for a while, but quickly threw away the idea, because it would make small ships too durable and will make small weaponary ineffective.
However, this idea solves the problem with the fact that the module needs energy, takes up space and I would guess wouldn't be cheap.
No buffs would be needed if it takes up space that could be used for more armour or shields and again, the resistance increase is not that big, armour already stops basically everything but railguns and DC.

  1. if we talking about PVP, then NO, large ships DON'T have surplus crew, they have as optimised of amount as possible or a bit bigger.
    On endgame the damage becomes so high that armour becomes paper, this module at least helps the situation.
    That's the thing, as everything scales, the damage becomes too much for normal means, a slight increase in durability would be needed on anywhere higher than 3M because on 3M ships start to make Dreadnought sized holes in eachother with a volley

  2. we quite literally can't repair in battle, repair crew is important only in career and a lot of people prefer having a separate repair ship.

Partially reset is not a problem, when anything above 1M that can burst usually burns through 3 layers of armour with 1 burst, that module would just allow to basically put a bandage on the undestroyed parts, plus additional hp is probably lower than the main hp, so restoring additional hp won't make too much, but will help against swarms or ships that are designed to simply outlast you, slowly burrowing through your armour. It might also help to deal with accidental weak hits at that spot, but if the same burst will hit it, it's another hole, just instead of going through 3-4 layers because the fourth layer was damaged by the previous burst, the additional hp would allow to lower the damage to just same 3 layers as before or a little more

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7) Cosmoteer has way more about it, Cosmoteer is about creativity, epic battles and fun. As long as you make the visual effects of Nanoweaving Loom epic enough, no one will have a problem with it. There isn't a word in the idea about it not being visualised, just no suggestions on how to do it.

  1. it might be a bit universal, but it won't be something mandatory, because it needs to be sustained, needs space near the parts you want to reinforce and it needs resources for the bigger version
lone roost
steel merlin
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i have nothing to add my point stays.

scenic hamlet
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absolutely murdered lol

raw sphinx
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lil bro can't even formulate his thoughts without chatgpt lmao

torn mango
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Wow,seems It seems that someone has already said what I wanted to say.

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Nice That's great. Then I won't have to struggle with the English translator lmao

charred patio
wary forge
fresh aurora
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why are we being so hostile to eachother? can we please be more civil, thanks

steel merlin
# raw sphinx lil bro can't even formulate his thoughts without chatgpt lmao

just because i take effort to write something serious instead typing like a child and know a thing or two about game dev doesnt mean i use chatgpt. people these days be accusing everyone and anything to be ai. kinda pathetic if you ask me. this is basically new way of denying anyone arguments if they are too wise for you. Before ai we had "nobody asked" now its "you use chatgpt".

fresh aurora