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I had noticed in practice that lots of regular ones tend to out-perform it in terms of lift, but I just did the math as well, and it gives about 281.1111 lift per tile while large suspendium chambers give 458.3333 and regular ones give 366.6666 (and that's *with* electrodynamics, even without the smaller ones out perform the array)
it *does* at least have the benefit of efficiency of course, since the amount of regular chambers needed to outclass it will definitely burn coal faster, but within that same amount of space you can cram in a decent amount of coal and some water, though of course you'll also need more crew and more net weight, but you benefit from multiple smaller health pools that total higher and aren't a single big target, and the increased weight doesn't hinder the additional lift
as it stands you can fit 6 regular chambers in that space, which leads with somewhere around 1000 or so lift?
so I was thinking maybe the array could use a bit of a buff in terms of lift?
After taking a look at it, I think I can carve out a better niche for it by making it on par with the large chambers in efficiency w/o bonuses and much better w/ bonuses. The main issue I see when using it is the space it takes up: you lose a lot of redundancy when switching from multiple large chambers to a single, massive chamber. What I mean is, players can choose the safer option of having multiple large chambers or the gamble of a higher-power, but vulnerable flagship array.
So, as for the actual changes...
Flagship Array:
+ Lift: 11500 -> 19000 (+7500 lift)
+ All lift bonuses for the flagship array are increased by 10%
+ > Sus specialists: +30% -> +40% (26600 lift)
+ > Gracile: +100% -> +110% (39900 lift)
+ > Electrodynamics: +10% -> +20% (22800 lift)
- Coal reload: 10s -> 5s
- Req. crew: 5 -> 8
- Rec. crew: 6 -> 16
This makes the flagship array a lot more lift efficient...
W/o electrodynamics:
- Large sus chamber: 416.7 lift per tile
- Flagship array: 422.2 lift per tile
W/ electrodynamics:
- Large sus chamber: 458.3 lift per tile
- Flagship array: 506.7 lift per tile
So now that the flagship array generates 19000 lift, you'd need ~4 large chambers to match it. So if we calculate the coal efficiency...
- Large sus chamber (x4) is 4 coal per 10s, or 0.4 coal/s
- Flagship array is 1 coal per 5s, or 0.2 coal/s
It was 0.1 coal/s before this, but I think that might've been a bit too efficient. Also, I can't really lower it below 5s without it starting to deactivate cause the crew can't refuel it fast enough.
Speaking of crew, It's probably a bit absurd that something so large only required like 5-6 crew to operate to I upped it a lot. It has the same requirement as 4 large chambers, but significantly more recommended.
BTW, I did NOT do any calculations with the weights. That may introduce some slight discrepancies as four large chambers are heavier than one flagship array.
Anyways, I think this gives it a good niche as something you might actually use to build a flagship with. The tradeoff being: if you don't also invest in redundancy you risk getting immobilized by a sniper or torpedo. LMK if you think this is good, in the mean time I'll try to figure out how to update this mod (I forgor
19k lift sounds pretty solid for an absolute unit of a module
and the other changes sound pretty good for balancing out it's power, cuz yea 16 people sounds about right for monitoring, maintaining, operating, and refueling such a ridiculously powerful machine
also you did make me think as well, redundant chambers actually are redundant in a few different ways, namely in that I've noticed that once a ship starts getting hit a lot and/or has the coal storage nearest starting to run dry, lots of chambers can on the one hand benefit from being able to pick up the slack with keeping the ship from fully plummeting when one shuts off in between refuelings, but at the same time more and more remaining crew will be tied up in transporting fuel
a single chamber has less crew needing to navigate and retrieve coal to less individual modules, but by itself if it stops getting fuel the whole thing goes down, which I think fits with the tradeoff
though it makes me wish there was a way to give machines a coal buffer, so that it doesn't consume fuel slower, but it can go longer between trips
might work with like, increasing the time between trips but increasing the amount that needs to be brought, like how imperial cannons need 4 ammo per shot, but idk if the games code would support that, and implementing it like *that* would create niche issues with them not being able to be refueled because that last little bit of coal left is less then what's required
but yea, I think these changes you laid out are pretty solid!
and I love that additional bonus it gets from other bonuses
and weight should honestly be fine I think?
looking at tweaking that in the future might be good, but as it stands it should be pretty solid with these buffs
best to see how it performs and feel it out, since too much weight can cancel out the positives
looking at it ingame ( I may have only just noticed after writing most of this the update already went through xP, good work tho!) and I didn't quite realize the difference it made just looking at some ships stats cuz I couldn't remember what they were before, until I brought a design that did actually use em into a fight
and yeah wow that is a *realllyyyyy* nice bonus to their lift, thank you!
oh, and I forgot to mention, and probably should, the array's explosion isn't actually powerful enough to reach outside it's hit box, it reaches out the middle of the top and bottom just a little bit, hitting a regular corridor centered on top and bottom with 27%, and one on either side of them with 3%
but nothing else is damaged at all by it being set off
and heck, I wish ya luck with updating! hopefully won't be too hard
I wish I could help but I don't have any real experience here, not with this game, though it's something I've considered looking into since there's a bunch of older mods I used to love that seem long since abandoned, specifically namely ammo box's stuff
But a single laser can take out literally anything in one shot.
It makes fighting tarantulas a joke.
1) Ventrally-mounted (must be above target) with narrow angle
2) Heavy
3) Expensive (cost and research)
4) Resource-intensive (coal)
I want a super death laser in the mod so I'll probably adjust the four factors above and see what sticks. 👍
1: Absolutely agree. And it is still dependant on accuracy so if it misses it takes a while to fire again.
2: Fair, but having more than two is pointless and a flagship array can carry two with a +200 service cieling if you don't overdesign the ship.
3: Should be more expensive imo. The Suspendium disruptor is a super weapon which can do devastating damage to suspendium devices and it costs 2.4k, where as the super death star laser is $808. While doing 3200 damage.
4: Also fair, but odds are you don't have to fire it more than once per battle. So a small coal store is enough per gun.
These are what I've observed. I do agree that the super death laser idea should be a thing, I just find it op for what it costs.
Asside from this I'm very much enjoying your mod. Keep up the good work!
The suspendium ballistics radar.
It costs $1262 to construct one. But once you build one you can go into build mode and copy the design. From there you can build radars for $792.
Even better, you can just take off the radar's "weapon" module wich only costs $127 by itself and plop it onto smaller structures to get radars even cheaper.