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New block / enhanced block ideas.


AvorionCraft

Suggestion

Transporter block - Volume Based

Presently, the transporter block requires exactly 1 xanion in order to function for the full range of the transport module. It would make more sense if the module were changed to %range instead of +km, and the transporter blocks themselves offered something a little more calculated and mathematical. Like (∛[Volume])*(module-quality [1.0,1.1,1.2,1.3,1.4,1.5,1.6,1.7])

So for instance, if a transporter block is 100cubic meters, the cube root would be approx 4.6.   4.6 * {[Rare(1.4)], or 6.4km. 1cubic meter would be .46, * 1.4 would be just .64km range. This would allow the transporters to scale properly. So if a player wanted to extend the range of a transporter to 10km, or further--its now possible.

Opening up transport blocks all the way down to naonite would be neat, as well.

edit: Aditionally, transporters should not require a module in order to function. Its a waste of a valuable slot for very limited award. It makes sense for there to be a transporter node specifically for mining modules (like the hybrid SDK stuff) but just to have extra range to trade? Not so much. If transporter modules were to stay 'required,' they should have other benefits that benefit mining and salvaging. 

Alternatively----modules that are affected by blocks directly could have their own tab. Transporters, radar, coms, fighter modules. Honestly there's so much that just seems like a waste currently that requires a module to function when you already have the block

Radar Block - all shapes

Allowing a radar block would allow the construction of radar dishes with function. These would be based on surface area primarily. These, like Transporter block above, would change how the radar modules work--or even erase the need for them altogether. 

Radar Range of (√Surface Area+{[1/2]*[∛volume]})*(module-quality [1.0,1.1,1.2,1.3,1.4,1.5,1.6,1.7])
Scanner range follows the same formula
Deep Scan Range of (.5)*(√Surface Area+{[1/2]*[∛volume]})*(module-quality [1.0,1.1,1.2,1.3,1.4,1.5,1.6,1.7])

So for radar the radar module and any +radar range on any module would no longer be necessary, however the "object finder" would now require radar blocks in order to run a ping in system for objects, and once pinged, never vanishes--since you know its location (unless the object is moving, its going to be right where it was pinged). 50% effect for Chameleon and Mining Modules. 

Communications Block - all shapes

Nearly identical to the radar block, allows functional construction of communication dishes. This would affect the Trade Module, Sphinx, Injector, 50% effect for Chameleon, increasing the market knowledge range, and a higher chance of marking a nearby sector as red rather than yellow for picking up pirate or even Xsotan communications.

Additional Turret Block Functionality

Turret blocks themselves should have the potential of adding additional turret slots to a ship rather than relying entirely on modules. The concept of a module makes sense from a baseline point, as you need control systems to operate the weaponry. However, adding an volume function to blocks would have a two-fold change. Most ships are built with paper thin turret blocks, since they don't hold much in an armor value to begin with, and when you have xanion or avorion turret blocks, they're not armored anyway. 

  • Each turret block adds integer .1 turret capacity per individual block count * ∛volume. So a 10cubic meter (1x1x1) offers a value of 2.15, round down to 2. Each 1x1x1 turret block (size 2 turret) adds .2 turret capacity.
    • Slot 6 minimum would be cube root 25, thus .25 turret cap
    • Slot 5 minimum would be .2
    • Slot 4 minimum would be .175
    • Slot 3 minimum would be .15
    • Slot 2 minimum would be .1
    • Slot 1 minimum would be .05
  • So a ship with 6 Slots 6 turrets, 4 Slot 5s, 4 Slot 4s, 6 slot 3,s 8 slot 2s, 10 slot 1s:
    • Innate capacity of 5.2 Turret slots
    • simply doubling to .2 would give a base 10.4, however, this could also already easily be gamed by simply adding a bunch of turret blocks internally, where the effectively act as turret computers---which is part of the point to begin with. Leaving it at .1 would be fine I believe, and would alter how ships are built as well, as its based on volume and count, rather than volume and surface area. The more individual blocks, the more base control you have prior to the multiplier, and any block less than .5x.5x.5 would not receive this bonus at all, as that turret block does not have the volume to act as a computational control unit--only a control unit. Any turret block would have a minimum requirement of .5 on any one dimension order to classify as a computational control unit for turrets.

Rotational lock turret blocks still also need an upgrade. Allow them to have a turret skin--or simply allow an additional functionality to where if a standard or armored turret block sits atop a rotational lock, the turret will not rotate. The same capacity as outlined above would also apply to rotational lock turret blocks with the same minimums.

This isn't necessarily a huge change for control counts, but for a vanilla ship, it allows more flexibility on how well rounded a ship is, and potentially helps free up one, or maybe even two module spots for other highly desirable modules without forcing a player's ship into a pigeon hole of gunsgunsgunsshieldsshieldsshieldsjuicejuicejuice.

Artifact Control Block - Cube - Concept "Tesseract"

Special block that is only creatable via Xanion or Avorion; is effectively a cargo block, where its internal volume, like those above, affect the operation of the artifacts via direct integration. Though honestly, this is already a thing by all rights, since modules integrate directly, but the concept here is that they integrate in one place together. This block has one shape, cube, and must always be a cube in order to be functional, and must be 5cubic meters in volume per artifact to function. 8 artifacts? 40 cubic meters or 4x4x4 block.  It has no armor, thus must be placed in a safe space and wrapped in armor. Like the other blocks outlined, the volume of this block acts as a direct % enhancement to artifacts onboard the ship. Not a lot. A multiplier that goes up 2.5% per artifact on the ship. 8 artifacts would result in all artifacts receiving a 1.2 multiplier, or 20% boost. Each additional 10 cubic meters attained adds an additional 1% boost to a max of 10%, or a max of 1.3 multiplier or 30% boost (rounded up if above x.5)

Max boosts

XSTN-1 - n/a
XSTN-2 - 8 arbitrary 6 auto --> 10 Arb 8 Auto
XSTN-3 - 10 armed 6 auto --> 13 armed 8 auto
XSTN-4 - 10 unarmed 6 auto --> 13 unarmed 8 auto
XSTN-5 - 30/25/2/1/2/25/1/-15/30/30/.1/3/5  --> 39/33/3/1/3/33/1/-20/39/39/.1/4/7
XSTN-6 - 0/0/1200/4 --> 0/0/1560/5
XSTN-7 - 200/125 --> 260/163
XSTN-8 - 7/-50/-80 --> 9/-65/-100

Supercharger - Secondary Engine Block

This block would be required to touch the engine. So long as the volume of the supercharger is 10% of the engine block, it will enhance the engine block's acceleration performance by 25%, and only acceleration. 

Barracks

This block directly enhances onboard defense, and lowers the cost of boarders by giving them somewhere proper to stay. Enhances internal defense weapons by the same volume percentage as communications/radar enhancements.

Edited by AvorionCraft
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