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Post by Ozzatron on Jun 27, 2014 13:07:08 GMT 10
Pretty much. Exactly what you'd expect from a sci fi game. Energy provides strategic depth by making it so that big hulkin' ships can recharge their shields better than smaller ships, while giving weapons-heavy ships the disadvantage of running out of power, etc.
( You can tell I'm not very good at sentences right now )
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 27, 2014 13:51:57 GMT 10
Seems legit, but my mind has pseudo autocorrect, so I miss errors too easy. I blame lexdysia, which apparently is already in my tablet dictionary... But with energy cells and the like, wouldn't shields have to charge 2 or so times slower without? That cmd module can't possibly run 50 shields, I'm looking at Admiral Miranda's TTWCW. Unless those deck plates have power systems too.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 27, 2014 13:55:25 GMT 10
Deck uses would be nice, feed asteroids for a small oxygen increase or a generato , but in homesite it seems to detract from the vanilla feel we've gotten so far, idk I'm tired also and want pizza and artistic clarity, at least I already got my pizza.
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Post by Admiral Kirana on Jun 27, 2014 16:36:57 GMT 10
For some reason I see energy working similar to this. It's likely a horrible way to do it.
- Your command module starts with 200 power. It regenerates 25 power every second and its laser does not drain power. - Girders add 5 power * part tier * module size, but no regeneration. Decks get 20 base power and follow the same equation, but also add a regeneration of 5 power * part tier. Trusses do not add power or regeneration. - Most weapons will drain 5 power * major tier per shot (1-3 drain 5, 4-6 drain 10, 7-9 drain 20, 10-12 drain 40) as a base line.Some weapons are more or less energy efficient than others. For Prismatics, Snipe Lasers, and Missiles, base power is doubled, and for Sprinklers and Ramming Spikes, it is halved. - Shields will drain 20 power * part level * number of shields to recharge from drained to full, and have an upkeep of half that amount. Planck shields will only drain 10 base power due to their smaller shield size compared to bubble shields. - Repair modules and other active support modules drain 5 power * part level every second while active. - Solar arrays will become ship parts in addition to station parts, and will improve regeneration by 5 power * part tier * number of arrays. - A new module, the "Battery Array", will add 50 power * part tier. It is explosive and will do 500 KJ^level damage to modules in an 8m by 8m area on destruction, and will wipe out half of your ship's power. A large amount of battery arrays near each other can cause a chain-reaction. - For sanity's sake, most boosters do not drain power to where it will drain the ship, instead slowing down if demand outstrips supply. Boosters take 1 power * part level to fire for one second. Primary Boosters and Sprint Boosters take 5 power * part level to charge, then take 2 power * part level per second.
Okay, enough text walls - oh wait here's another one.
So, putting this into action. Say we have a ship. For modules, we get a Command Module (200 power, 25 regen), two Delta Trusses, two Echo Girders (100 power, no regen), four Charlie Solar Arrays (60 regen), a Delta Battery Array (200 power),and an Echo Bubble Shield (-100 power). For weapons we get four Charlie Lasers (-40 power per shot). For boosters we have six Echo Boosters (-30 regen), to keep it simple.
So without firing weapons or boosting, you have a total of 450 power to work with, and a regeneration of 85 power per second. Boosting reduces your regeneration to 55 power, assuming every booster is firing.
Firing your weapons, the four Prismatic Lasers, will drain 160 power every second, outstripping your regeneration by 75 and causing you to run out of energy after six seconds. Firing while boosting will reduce this to around four and a half.
Yes, I am aware that this is likely an absolutely terrible way to implement energy, but this is just how my brain's thinking of it at one in the morning. Perhaps we could turn something more useful out of it later!
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 27, 2014 17:02:06 GMT 10
That's actually very beautiful, I'm running on low sleep again, maybe batteries should only e/plode outwards 4 module spaces(circular, not boxy/tile grid) similar healthcare to oxygen mofules.
Edit, hopefully enemies are affected by the energy thing too, and start having an affect by their oxygen limit, 50% slower oxy drain and less energy used, to retain some challenge..
Fun fact enemies have an oxygen gauge, it never depletes though, hence why I called them evil space skynet AI drones.
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Post by Ozzatron on Jun 28, 2014 4:29:02 GMT 10
I'll be blunt, I think this thread has gotten totally out of control. There are things I'd like to see added to TDS but let's not turn this game into Faster Than Light, okay? We don't need all these complex features or building a low-level ship will be a total !@#$, and managing a high-level battleship will be just as bad.
To be fair, though, I really like managing hyper-complicated constructions of mine. In X3: Terran Conflict, I keep a fleet of like 30 ships and micromanage them because I find that fun. But I'd imagine that's not something everyone finds attractive.
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Post by Admiral Kirana on Jun 28, 2014 9:38:06 GMT 10
Well, we have several idea tanks here, what did you think would happen? xD
Although yes, it is going a bit overboard when the person who wrote the idea can barely understand it themselves.
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Post by Ozzatron on Jun 28, 2014 10:02:06 GMT 10
I mean, already at this point the command mod has to "babysit" all low level ships by providing a base weapon, thrusters, weight, and oxygen supply. The oxygen supply we kinda take for granted, but imagine if the command mod was incredibly weak? Imagine how hard it would be to drift around space as slowly as a slug just to get your first Alpha pieces, if you started with absolutely nothing.
That's the problem with adding too many modules. What if the command mod doesn't produce enough power to let you improve your ship? You'd need to hunt for generators, or tack on a lot of girders and look bloated. So the command mod needs yet another feature: power generation. Think about it. We sure are stuffing a lot of features into one little box, because we need to do so to support the early game.
Perhaps the early game of TDS is kinda broken to begin with? It takes quite a few features to make a working ship, and making the command mod a ship all on its own (with a Charlie gun to boot) may not be the best solution. In my experience, I never even bother grabbing any Alpha parts save for a single booster on my back. I wait until Charlie to collect scrap because it's not worth it before then. The command mod flies fine on its own once you attach a few thrusters.
I don't know where I'm going with this... yet. Just something to think about.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 28, 2014 13:11:26 GMT 10
I understand your point but I mean as an idea to read. as ideas fly and that's pretty much it, of course I'm pretty sure 900 percent of the stuff not going to be added but I mean really it's just all kinds idea is to hopefully add depth or feature to the storyline. Usually my ideas are not modules and weapons, but function. Supersummary: random old spawn and newer cloud spawn balance, fact ionized bases, and a boosting of 'dialog and interactions' between the AI units. and god this talk to text feature in my tablet is killing me.
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Post by Ozzatron on Jun 29, 2014 1:56:41 GMT 10
I wasn't asking for new features. I was pointing out dangers of new features, and that the command mod is kinda a one-piece low level ship. Not sure if that's intentional or not, but it does kinda twist and bend the early game.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 29, 2014 2:36:16 GMT 10
I've always thought a healthy conversation does include those who contradict your opinions and ideas, thank you ozzatron. It helps us flesh out this idea thread a bit by defending and modifying them. Should the game ever get that energy system (tbh, I still doubt 900% of these might not make it in, it is Farbs' game) it would need tons of overhauling to not make it a chore. After lots of rest, 5 or 6 seconds of shooting really is dumb, but mashing space and firing forever seems unnatural too. It always was, the lv1 of each major tier (adg) seems more natural for eternal shooting due to the super slow reloading rate. Let me wake up and clear the cobwebs outta my brains.
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Post by Ozzatron on Jun 29, 2014 2:55:31 GMT 10
Well, yeah, and that sort of intelligent discussion is what I wanna turn this thread into. Not necessarily "Throw ideas here!" but "Discuss the current state of the game". Rather than giving far out ideas like an energy system or faction bases, I think the ideas should be how the game as it stands might need some retooling. If that retooling involves adding cool stuff, so be it. But Farbs is doing that on his own. He's consistently added new modules, for one thing, and he's doing a render overhaul too.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jun 29, 2014 6:32:46 GMT 10
Hopefully the physics glitch where you can shoot through girders or even fly fast enough to hit your own lasers, happens easily with primary boosters. And that choppy performance drop, not sure what causes it, but its super random.
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Post by Ozzatron on Jul 3, 2014 0:36:24 GMT 10
Oh, you think that's a physics glitch. Have you seen quantum tunneling? It's like that taken to 11.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jul 3, 2014 13:33:38 GMT 10
I know the lance + trans whatever super warp glitch, I lost a few ships before I gave up on those two parts,but flying faster than your bullets causing all your lasers to die sucks, only primary boosters should have this error, but it happens regularly. I get Vbulletfinal < Vship + Vbulletinitial instead of being = to the velocity summation. Physics!
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Post by Ozzatron on Jul 3, 2014 23:53:20 GMT 10
Ooh, fancy subscripts. Also, I saw this broken GIF recently and I thought "Hey, that would actually be a really cool idea for a new module". I'm not even sure how it'd work, but having a... shifty, animated gun module would look awesome.
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iaanacho
Charlie Rank
Jr Captain Nacho, ESA.
Posts: 25
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Post by iaanacho on Jul 4, 2014 3:37:30 GMT 10
Aren’t they already animated? flash animation function onfire(); or something? it maybe lines, but in support, didnt farbs say he was gonna eventually retexture everything with the lighting updates?
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Post by Ozzatron on Jul 4, 2014 7:40:48 GMT 10
Yeah, that's what I'm talking about here! When he retextures the weapon modules it would look awesome if, say, the Torpedo had this weird spacey blur around it when it fired.
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Post by Farbs on Jul 5, 2014 23:23:40 GMT 10
Yeah, that's what I'm talking about here! When he retextures the weapon modules it would look awesome if, say, the Torpedo had this weird spacey blur around it when it fired. Hmm... distortion effects are certainly a possibility given my render setup. Will keep them in mind. Thanks for the suggestion!
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Post by Captain Michaela Nul'dolaer on Jul 23, 2014 3:02:55 GMT 10
You all forgot 1 thing: Warp Drive/Alcuberra Drive. Here's how it would work: Based on the part level, you can teleport (yes, you heard me right) any direction up to a certain distance. Like: Alpha-> 10 ft. Bravo-> 25 ft. Charlie-> 50 ft... etc. The drawback is that your ship is stunned (Prevented from doing action) for a certain time, that is high at the beginning, but drops as you go higher in level. I'd use it as a way to move through asteroid fields, or through gaps that you're ship is too big to fit through. Moreover, it would be tethered to a button on the keyboard, and you could only teleport in explored areas, through selecting a point on the overhead map. What do you think? Pretty convenient, right?
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