Forums » Suggestions
more generators and motors on one ship
add to ship more batteries and motors than one
1 motor or batery = 2 slots for cargo
i want be faster and have more energy . . ;)
1 motor or batery = 2 slots for cargo
i want be faster and have more energy . . ;)
Have more energy, yes.
Be faster, not necessarily.
A ship that can mount 2 engines and 2 batteries is heavier than one that has just a single engine and battery. As such, while it has more thrust, its accelleration is likely to be similar or perhaps even lower. And its top speed probably won't change. And you'd have to spend turbo power for both engines, meaning the length of time you could turbo wouldn't significantly change.
But you would have more power, meaning more energy for weapons, meaning more firepower. You'd also probably have more hull points. You'd be a hulking ship capable of going off on the foe, but you wouldn't necessarily be faster.
Be faster, not necessarily.
A ship that can mount 2 engines and 2 batteries is heavier than one that has just a single engine and battery. As such, while it has more thrust, its accelleration is likely to be similar or perhaps even lower. And its top speed probably won't change. And you'd have to spend turbo power for both engines, meaning the length of time you could turbo wouldn't significantly change.
But you would have more power, meaning more energy for weapons, meaning more firepower. You'd also probably have more hull points. You'd be a hulking ship capable of going off on the foe, but you wouldn't necessarily be faster.
Actually due to the mass wouldnt be that much added over the overall weight, the speed would increase, slightly.. but what id prefer is this..an extra battery would take up a large weapon port. this would limit it to the larger ships first of all, and all it would do is double or slightly better the energy recharge, which could give the traders the advantage they need(say infinte boosting on a med engine with an extra battery isntalled) to escape pirates for the most part.. and they would be able to immedately jump while the pirate would have to recharge some. That or itd force pirates into larger ships to keep up with the traders, at which point the trader and pirate are more on level footing on ships
dragos: Having more batteries than engines utterly breaks the basic design of the game. That design says in effect 'You can't have more energy than is required to turbo, and indeed you can't have as much energy as is required to turbo without significant drawbacks'.
If you create something that violates that rule significantly (like doubling the available energy without doubling the energy consumption), then you effectively allow turbo to be 'always' on and its usage no longer requires thought because it has no tradeoff or downside. You totally throw off the balance and tactics of the game and the effects would not be easy to predict. Taking a stab at them I'd say that player interaction would be even more greatly reduced than it is now. At present, its already too easy to flee from danger if you want to avoid combat. The biggest cheese in the game is the Valks ability to run to the nearest station to reload flares without real fear of being gunned down before it gets there. You would have everyone zipping around at 180 or 200 m/s, and I'm not even sure you'd change the trader/pirate balance all that much because the pirate even at present only 'gets' the trader usually by surprise with a overwhelming stab in the back before the trader is really aware what is going on.
If you create something that violates that rule significantly (like doubling the available energy without doubling the energy consumption), then you effectively allow turbo to be 'always' on and its usage no longer requires thought because it has no tradeoff or downside. You totally throw off the balance and tactics of the game and the effects would not be easy to predict. Taking a stab at them I'd say that player interaction would be even more greatly reduced than it is now. At present, its already too easy to flee from danger if you want to avoid combat. The biggest cheese in the game is the Valks ability to run to the nearest station to reload flares without real fear of being gunned down before it gets there. You would have everyone zipping around at 180 or 200 m/s, and I'm not even sure you'd change the trader/pirate balance all that much because the pirate even at present only 'gets' the trader usually by surprise with a overwhelming stab in the back before the trader is really aware what is going on.
if i calcualted it correctly last night, even double charge on a fast wont allow a heavy to infinte boost. and did you miss the part of it taking up a large weapon port? the ships it would effect are hog, atlas, wraith, rag, centuar, prom.. now, all but 2 of these only have 1 large port.. quite a bit to give up for infinite boost on a medium battery. lets not forget that the efficent or free engine with a fast charge battery, can infinite turbo.
it is NOT easy for a trader to flee from a valk.. not entirely sure who put that thought into your head. most traders I see fall do so simply because they can not get to safety before the valk overtakes them. A valk with a heavy/heavy combo can catch a trader using a eff/fast or med/fast combo easly. what i suggested would not change the valk in any way, save by making a heavy prey harder to catch.
I did not say allow extra engines, i was suggesting extra battery, one actually, and at that the person using it losses a large weapon slot.. they have to choose between ability to run a bit better, or have extra offensive/defensive capability.
now, if you had engines/batt take up cargo space... then youd have the effect you psoted of people zipping around at 180/200
of course if they put in engine/batt slots the idea becomes obsolete, but at the time.. the only slots we have are small and large weapon slots
tradeoff is this
extra battery = -1 large weapon port
I know that even on a rag i wouldnt care to lose the slot, although i MIGHT on a centuar if i was making 14/18 runs.
it is NOT easy for a trader to flee from a valk.. not entirely sure who put that thought into your head. most traders I see fall do so simply because they can not get to safety before the valk overtakes them. A valk with a heavy/heavy combo can catch a trader using a eff/fast or med/fast combo easly. what i suggested would not change the valk in any way, save by making a heavy prey harder to catch.
I did not say allow extra engines, i was suggesting extra battery, one actually, and at that the person using it losses a large weapon slot.. they have to choose between ability to run a bit better, or have extra offensive/defensive capability.
now, if you had engines/batt take up cargo space... then youd have the effect you psoted of people zipping around at 180/200
of course if they put in engine/batt slots the idea becomes obsolete, but at the time.. the only slots we have are small and large weapon slots
tradeoff is this
extra battery = -1 large weapon port
I know that even on a rag i wouldnt care to lose the slot, although i MIGHT on a centuar if i was making 14/18 runs.
"if i calcualted it correctly last night, even double charge on a fast wont allow a heavy to infinte boost"
Double charge on a fast is 100 energy per second. A heavy engine consumes 65 energy per second on turbo. So a double fast + heavy engine ship could turbo infinitely plus have an extra 35 energy per second for other chores. I'd certainly give up a large port on a Ragnarok to do that. Not to mention the infinite gatling power when not turboing, or other what not.
While I admit the Centaur might need some help, infinite heavy turbo wasn't what I had in mind.
"of course if they put in engine/batt slots the idea becomes obsolete, but at the time.. the only slots we have are small and large weapon slots"
And this gets to the heart of my problem with ships with more batteries than engines. It might not seriously effect the selection of ships we have now, or the ship configurations we have now, but it seems like a short term consideration that could seriously effect the balance of ships introduced in the future or changes in the way that ships are configured. I for one would like to see ships with two battery and two engine slots (or more) as we fill in the slots between what we have now and 'capital ship'. But I don't think more batteries than engines makes for 'fair' designs.
Double charge on a fast is 100 energy per second. A heavy engine consumes 65 energy per second on turbo. So a double fast + heavy engine ship could turbo infinitely plus have an extra 35 energy per second for other chores. I'd certainly give up a large port on a Ragnarok to do that. Not to mention the infinite gatling power when not turboing, or other what not.
While I admit the Centaur might need some help, infinite heavy turbo wasn't what I had in mind.
"of course if they put in engine/batt slots the idea becomes obsolete, but at the time.. the only slots we have are small and large weapon slots"
And this gets to the heart of my problem with ships with more batteries than engines. It might not seriously effect the selection of ships we have now, or the ship configurations we have now, but it seems like a short term consideration that could seriously effect the balance of ships introduced in the future or changes in the way that ships are configured. I for one would like to see ships with two battery and two engine slots (or more) as we fill in the slots between what we have now and 'capital ship'. But I don't think more batteries than engines makes for 'fair' designs.
i was going on drain times and recharge times.. as im too stupid to get into the technical stuff
mainly based on time of recharge and the simple calculation of x = (recharge time / 2)- energy drain time which in this case still left with a drain of 9 energy/sec on the heavy and 0 on the med as said.. im not saying i did calculate it properly.. was kinda upset last night.. headache, outta booze and totally bored and tried to come up with this. i wouldnt want infinite heavy turbo, medium however on the heavy ships wouldnt be too bad.. takes them so long to get upto speed as it is
mainly based on time of recharge and the simple calculation of x = (recharge time / 2)- energy drain time which in this case still left with a drain of 9 energy/sec on the heavy and 0 on the med as said.. im not saying i did calculate it properly.. was kinda upset last night.. headache, outta booze and totally bored and tried to come up with this. i wouldnt want infinite heavy turbo, medium however on the heavy ships wouldnt be too bad.. takes them so long to get upto speed as it is
Hmm... what about...
Capacitor, 24000c, 2 cargo spaces. Provides you with no faster recharge rate, but a higher total energy you can store. God knows what the figure would be... somewhere between 50 and 100?
Capacitor, 24000c, 2 cargo spaces. Provides you with no faster recharge rate, but a higher total energy you can store. God knows what the figure would be... somewhere between 50 and 100?
UD: Now that would work. In fact, I think its a pretty good idea. Even the numbers sound fair, though maybe have it cost just one cargo space and provide 25-50 extra power depending on the quality of the gizmo so you'd maximize flexibility.