Re: UPS (uninterruptible power supply)/ power bank/ power storage
Posted: Sat Oct 21, 2017 5:12 pm
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 killing small targets. Perhaps a simple toggle for if it's routed through the ships computer or not would easily decide if it's purely defensive, or if the player should be able to use it offensively as well.
I define a system as a part of the ship which performs a specific task. There is a weapon system composed of all the offensive weapons. An engine and shield system which control thrust and shield recharge rate respectively, life support system if applicable, et cetera. The weapon system can have a set recharge rate dependent on the number of pips assigned to it. All of the guns are in particular groups which are defined by the player. By default, all weapons could be in Group 1.
Offensive and defensive systems are two separate systems as I just described above. Since they are separate they do not need to both be powered at the same time.
I prefer the pip system because it's easier for me to see at a glance how much power I am allocating to every system. It also makes reallocation of energy fairly easy when in a combat situation since you near instantly know what needs to be lowered, and by how much to make a difference in energy distribution in a different system.
The player can change weapon groups while mobile also. I should have stated that before. Anyways, I have been arguing for groups this entire time. But only weapon groups, not energy groups.
Over simplified example:
Ship system:
Engines
Shields
Communications
Defensive: - (ECM, AMS, Flack, automated defenses)
Offensive: -
--weapon groups (selected by player when shooting)
---individual offensive weapons
Pips are assigned on the ship system level.
I define a system as a part of the ship which performs a specific task. There is a weapon system composed of all the offensive weapons. An engine and shield system which control thrust and shield recharge rate respectively, life support system if applicable, et cetera. The weapon system can have a set recharge rate dependent on the number of pips assigned to it. All of the guns are in particular groups which are defined by the player. By default, all weapons could be in Group 1.
Offensive and defensive systems are two separate systems as I just described above. Since they are separate they do not need to both be powered at the same time.
I prefer the pip system because it's easier for me to see at a glance how much power I am allocating to every system. It also makes reallocation of energy fairly easy when in a combat situation since you near instantly know what needs to be lowered, and by how much to make a difference in energy distribution in a different system.
The player can change weapon groups while mobile also. I should have stated that before. Anyways, I have been arguing for groups this entire time. But only weapon groups, not energy groups.
Over simplified example:
Ship system:
Engines
Shields
Communications
Defensive: - (ECM, AMS, Flack, automated defenses)
Offensive: -
--weapon groups (selected by player when shooting)
---individual offensive weapons
Pips are assigned on the ship system level.