Forums » Suggestions

Request For Comments - Should powercells cease to be generic items?

«123»
Sep 19, 2009 Snax_28 link
Two things:

1. Roda does make a good point, however. This would impact the usability of salvaged powercells, as the ones people drop might not be usable on a given player's ship (even within a type, the cells could be variant-specific sometimes). I've always liked our salvage system and it would add quite a bit of complexity to using such items. Any further feedback on whether the good outweighs the bad here?

Because it would feed into the economy. As long as you can collect and store it, other people will want it. As much as the community and game need a new economic system, this will most likely one be of the biggest black-market trade items that has existed. These will be traded like candy and money will flow...

Edit: Druznk. 2 is.... zzzzzzzzzzzzzzz
Sep 19, 2009 ladron link
These will be traded like candy and money will flow...

I agree with what you're trying to say, but the mixed analogy gave me a good chuckle. Trading candy on the black market? What kind of elementary school did you go to? :p
Sep 19, 2009 LeberMac link
More customizeability is good. I like this idea.

Just put them out there, see which ones the players are using, and then you can trim back the selection later once it is obvious which powercells the playerbase is using.
Sep 19, 2009 Snax_28 link
Trading candy on the black market? What kind of elementary school did you go to?

Put it this way: I barely remember posting that :P
Sep 19, 2009 missioncreek2 link
Power Cells should cease to be ITEMS.

A bunch of new battery types for grid energy are not needed. Just give each ship its own grid energy. We don't need a new object (battery) to facilitate that. If there are to be ship specific upgrades, that's fine too. Again - they don't need to be an object. The battery also could be changed to a ship specific upgrade. Then in combat only weapons would be dropped.

in fact, this new UI would pave the way for many other ship specific upgrades - engines, radar, ECM, jump drives with different effective ranges, etc.

The top end of these upgrades could be the credit sinkl that some players are looking for. Example: Thrust
Base 100N
Lvl 2 120N 100cr
Lvl 3 130N 1,000 cr
Lvl 4 135N 2,000 cr
Lvl 5 138N 20,000 cr
Lvl 6 140N 100,000 cr
Sep 19, 2009 missioncreek2 link
Moving batteries to ship specific upgrades would allow excellent control over which ships have infinity boost and at what cost. Each ship has a fixed turbo thrust energy consumptions, and specific allowable battery recharge rate upgrades. For interceptors the recharge rate of the battery would be expensive or impossible to match the turbo consumption. For moths it would be cheap to equal the turbo consumption. For heavy assault craft the turbo consumption could be set much higher, and the recharge rate could be affordable to match it. Etc.
Sep 20, 2009 sakuramboo link
I like the idea of ship specific power cells, but I think a more logical method would be faction specific power cells. To me, it just makes sense that all UIT ships have the same hardware, likewise, all Serco ships have the Serco parts and the same idea with Itani. Now, power cells can become slightly ship specific. Think of it like a car.

Sure, When you buy a Chevy, you are getting a Chevy motor and Chevy spec'd battery, ECU, etc. For the most part, the parts are inter changeable, but fitting a 350 into a Colbot just isn't gonna work (without modifying the hell out of the frame and body). And the same is said with a Ford, making it near impossible to fit a 350 into a Ford Focus (again, without doing HEAVY modifications). I think it should be something like this.

Power Cell 1
Power Cell 2
Power Cell 3
Power Cell 4
Power Cell 5
Power Cell 6

Light Ship -> Power Cell 1-2
Medium Ship -> Power Cell 3-4
Heavy Ship -> Power Cell 5-6

Of course, with more of a selection, but that is just a slimmed breakdown.

Also, a UIT Power Cell can only work with UIT ships. And likewise with Serco and Itani. This will also help out with the black market and white market economies, too. If I seem to have a huge influx of UIT Power Cells, I might want to buy some UIT ships, equip their Power Cells and sell the bundles, or maybe just sell them all back to UIT, or possibly, make it a mission to collect other factions Power Cells to try to reverse engineer their technology.
Sep 20, 2009 Pointsman link
I guess this seems like a clever way to nerf or buff various setups that need tweaking, but I am not terribly convinced that anything needs to be severely nerfed.

Flares have very limited ammo and effective limited range. Proms are easily distance controlled and easily flanked. Valks are fat. AGT is slow and weak. &c.

If powercells were to be changed at all, I'd rather all variants save the Free, FC, UC, and Heavy were removed.

But ship engine/battery specific upgrades sound nice in general.
Sep 20, 2009 Kierky link
Oh god, an RFC.

You know what this means. This means shit will hit the fan. FAST.
Sep 20, 2009 Lord~spidey link
yes yes yes yes.
Sep 20, 2009 bojansplash link
I vote for nation specific equipment: engines, power generators, weapons, armor.
Sep 20, 2009 ladron link
To me, it just makes sense that all UIT ships have the same hardware, likewise, all Serco ships have the Serco parts and the same idea with Itani.

No, no, no. First of all the UIT isn't a cogent unit, you would have to deal with each of the companies independently.

Secondly, there are a lot of generic ships floating around, due to indirect trade between Itani and Serco through the UIT. The Vulture MkIII you buy in Jallik is the same thing as the Vulture MkIII you buy in Sol II is the same thing as the Vulture MkIII you buy in Sedina. You can't tell me they should require different power cells since they were purchased at different retailers.

That being said, I wish that ship choice were more geographically limited. It doesn't make any sense at all for Serco to sell Centurions or Itani to sell Vultures or UIT companies to sell either one (obviously they'd keep the faction-specific variants, which are reverse engineered and put into mainline production). However, this is a discussion for another thread.

My concept of class-specific cells is that they cover a somewhat broad range of ships with similar power requirements. For instance, hogs, revenants, atlases, and wraiths would all use the same set, since they have comparable engine thrust and weapon configuration possibilities. You basically mentioned this in your post as well, and it makes sense because it isn't really arbitrary.

TL;DR: Ship-type specific power cells make sense, faction-specific cells do not.
Sep 20, 2009 Aticephyr link
[stamp of approval]. EDIT: for adding more content i.e. powercells.

For salvaging sake, it may be interesting to have class-level batteries (light fighter, heavy assault, capship, racing ship, etc), and the ships that need to be nerfed/made better specifically can have their own class. Then again, it may just be simpler to have ship-level powercells, and that'd be that.
Sep 20, 2009 Pointsman link
I can't tell if people are saying yes to nerfing proms or adding more "content."
Sep 20, 2009 Kierky link
I think it may be the latter, Pointsman.
Sep 20, 2009 DivisionByZero link
Really, the ships are well balanced as they are. If you add yet another knob for adjusting, it's just one more thing to rebalance, yet again, instead of working on other things like the faction redux, etc.

The AGT is annoying and a crutch. Fine. Good pilots can get around that and do.

Flares are very powerful weapons in the right hands. Fine. Good pilots can get around them and do as well.

Just get on with the content.
Sep 20, 2009 toshiro link
Impatient?

Bad habit, impatience. Can get you killed, it can.
Sep 23, 2009 look... no hands link
maybe im oversimplifing things here, but the ships still have engines, why not just make them use up grid power? that might be easier to implement than making 90 new powercells.
Sep 23, 2009 Dr. Lecter link
I think the power cells will be obnoxious.

But, otoh, new complexity that nobody understands will -- temporarily and to a limited degree only -- close the gap between n00bs and vets.
Sep 24, 2009 Snax_28 link
The linear progression here is: why have batteries at all then if they are simply engine specific upgrades? Why not have... engine specific upgrades? And do away with power cells? It's not inconceivable that this far into the future the progression of technology has allowed humankind to do away with many of the addons and supplementary mechanics needed to keep a power source alive (batteries, alternators, etc). Why wouldn't the same power source that is used to propel ships be used to propel weapons that require energy?

To that effect (staying on the one power source idea), it might be interesting to see some sort of advantage/disadvantage relationship between such aspects as thrust, turbo, & weapon draw.

For example, a Corvus Vulturius has X units of power available according to the fact that it makes use of a heavily modified TPG variant of the original Night Hawk power source (off the top of my head RP reason). These units are distributed between three aspects of its performance: Thrust, turbo, and weapons.

Players could tune these aspects to their preference. There would be an out of box configuration, and tuning would have a cost associated with it (not too much, but enough to be another draw on people's pocket books). It could be saved as a preset, and added to the cost of buying new ships (if the player chose to stay with that configuration).

The one problem I can see with this idea, if it is a problem, is the separation of weapons from turbo vis a vis the current energy consumption measurements. I'm not sure how to deal with that, but essentially I would imagine a pool of energy units based on the power source (SCP vs EC88), which you could essentially route to either of the three aspects. It would of course require a new UI element. Something simple, sliders would be awesome.

Anyway, not a terribly well thought out idea, but my options were to barf it out in a post, or wake up tomorrow with a hangover and another hole in my brain where a certain idea used to exist.