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Re: UPS (uninterruptible power supply)/ power bank/ power storage

Well, we could make it so that all weapon systems can be defined as offensive or defensive and in doing so define what is and isn't player controlled. This doesn't sound fun to me, but if it's something you can't live without I'm not completely against the idea. I was thinking that certain guns wou...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

why is a thing thats essentially a cannon like any else be filed under a different group than any other cannon? a gun is a gun is a gun and should be put together with all the other guns. and whats a missile defence gun on a capital ship is maybe just a normal gun on a smaller ship, how to handle t...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

I would expect certain weapon systems to be under a category based off of the stats of the weapon system and what the original manufacturer decided it would be. Basically any flack system of a particular weight would be defined as a defense system. This is a group of flack guns which excel at killi...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

You don't have to run your anti-fighter guns when there are no fighters around. I believe those would fit in the same category as the AMS system you also brought up. They would be treated as one in the same. Just toggle it on or off with a single pip. I'm all for power distribution between various ...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

But as usual in life, there are compromises: The major one is depth of complexity vs. learning curve/fun factor for casual players. This is important: this is a commercial product, so it should not please only few hardcore gamers; the market would be too small. With beautiful graphics and a rich at...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

I understand why the player would want to shift power between fore and aft shields, but not turrets. I'd like to keep this type of thing uniform throughout the entire ship. If you set 3 pips to your turrets all turrets fire 3 times as fast as a 1 pip setting in the same system. It may be a good LT ...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

For one, I never suggested that every ship needs those, I put Jump Drive in there as an example of that. in 90% of ships I expect that option is grayed out. And with dynamic categories, you just have a mess. Think of this from a UI standpoint. It's easier to grey out an unusable option (eg refineri...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

Well, seeing as pips would be relative to the power generation of the ship. I don't think it matters what the specific unit is. On a fighter it might be W, on a corvette KW, on a capital MW or even GW. Since all subsystems on a fighter would use power on the order of a W, while those on corvettes o...

Re: Moar PID, AI school & wear and tear

Flatfingers wrote:
Fri Oct 20, 2017 12:35 am
the internal efficiency of a PID connection between any two systems
That statement makes no sense at all.
What is the efficiency of a PID connection?
How are different systems connected with PID controllers?
How does connecting systems with PID controllers make any sense?

Re: UPS (uninterruptible power supply)/ power bank/ power storage

And here is the critical part of my message. :D When you remove agency for poor skill, you create frustration. Reducing agency as a penalty for poor skill is okay so long as you allow the player a way to claw it back. (in this case through assigning extra pips) except for the pip concept agreed. pi...

Re: UPS (uninterruptible power supply)/ power bank/ power storage

And here is the critical part of my message. :D When you remove agency for poor skill, you create frustration. Reducing agency as a penalty for poor skill is okay so long as you allow the player a way to claw it back. (in this case through assigning extra pips) except for the pip concept agreed. pi...

Voluminetric growth design from patterned bilayer

linky Research group developed an algorithm that emulates biological growth with patterned bilayers. They can define any volume/surface and can calculate a pattern of stimulant responses onto a surface that would result in the defined voluminetric object. May be interesting to compress model data i...

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