Sir Snugglz
Red Star. EoN.
222
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Posted - 2014.01.04 00:29:00 -
[1] - Quote
I dont believe Vehicles are OP.... I feel that the active modules are what makes vehicles a bit more powerful than intended. I wouldnt want the vehicles themselves to undergo changes because of the effects of the active modules.
Abstract: Power management, energy allocation, energy distribution system. However you want to call it.
Background: I cant find a snapshot but I got the idea from Star trek Legacy game as well as the show itself. Anyway, the idea is that in order to provide more power to one subsystem, you will have to get it from the other subsystem. The usual main subsystems are engines, shields, armor, sensors, weapons, etc. With this in mind their are 2 possible ways of implementing this system.
Method 1: Since passive resistance, damage, and active repairs have been removed, the current modules should have both passive and active attributes. One example will be Armor hardener. it should have a small passive resistance when not active like 5-10% (dont care much about numbers just the concept) and the ussual 60% when active... and once its on cooldown, it loses both resistances until available. Same with damage mod, 5-10% passive and 30% active, so on and so forth with all other modules.
Now, looking a gunlogi for example with 1 damage mod, shield hardener, and engine boost., a balanced power distribution is having all modules to not be on cooldown or activated. You want to activate the shield hardener, in order to do that, we will need to distribute energy from engines, turret, and shield recharge to provide more power to the resistance module. Which means it will be doing less damage, moving slower. Activating engine boost and shield hardener, will greatly reduce turret movement and damage, and the resistance and engine will not be as efficient since power is being distributed to 2 modules instead of 1. But will always return to the balanced fit when cool down is over and no modules are activated. Obviously I'm just introducing a concept, it doesn't have to be this way but it offers an idea on how it could work.
Method 1 shows that in order to get a boost in one thing, we lose something in the process. Where as currently you get boosts, or remain in normal stats, but there are no losses at any point.
Method 2: Pre-energy allocation. This will bring a variety to vehicles even those with same fittings. By pre-allocating the power you can decide how the power will be distributed. Lets look at 3 versions of the same gunlogi fitting of 1 damage mod, shield hardener, and engine boost. the subsystems in energy allocation will be modules, weapons, movement, shields, armor, etc. With energy allocation you can choose to allocate more energy into 1 or more subsystems at the expense of the other ones. For example, 1 fitting would allocate more power to modules, so the modules could have increased duration, lower cool down, increased percentage to whatever it does, but base shield, armor, movement, weapon efficiency will be lower as a result. the 2nd version of the fitting could allocate shields, so the base shields will increase at the expense of longer cool downs, shorter duration, slower movement, and lower turret output. and the 3rd version will have a default allocation where there are no penalties or boosts to any subsystems. all are at 100% efficiency.
The key is balance, and while the argument with active modules are that balance comes from windows of opportunity, those windows are short and you're limited to certain scenarios.
Again, i'm not saying that at has to work the way I laid it out. I'm just introducing 2 concepts of energy allocation systems, which could even be expanded to dropsuits.
Or dont do anything. I'm just tossing ideas. I enjoy my dropship as is. But I like to look at different approaches |