newageofpower Uh. It still looks much worse than a regular nuke or two in Nord's video.
The ship in that video is getting hit with 16 nuke storages. Pretty sure 16 real nukes would do a lot more damage than that.
newageofpower Uh. It still looks much worse than a regular nuke or two in Nord's video.
The ship in that video is getting hit with 16 nuke storages. Pretty sure 16 real nukes would do a lot more damage than that.
Walt Is there actually any interesting crew management in how engine room pods were designed before this update?
Once you've built an optimized stand-alone engine pod I don't think there's much, but (for me at least) crew does have a lot of influence over how you arrange engines and reactors. Especially on smaller ships that try to power engines, shields, and weapons from the same reactor.
Walt There was some concern that decreasing congested crew speeds in non corridor rooms (as I did in the balance prototypes but haven't yet decided whether to include that in this update) would really hurt engine room pods.
That's a good point. I'm not sure it's necessarily a bad thing though - it might force people to plan room for corridors and walkways around thrusters.
newageofpower Engine rooms are dominant in Elimination/Arena, but almost unseen in Domination; I wouldn't call them "must have".
Isn't that because many Dom ships are too small for engine rooms, or don't even bring reactors (which makes engine rooms bad)? Almost every medium-large ship I've seen has used engine rooms by all thrusters.
Dalas120 Bug: when filling up a boost thruster via an engine room, crew bring many more batteries than are needed.
Also expierienced by now. No matter if used in normal mode or after depleting in boost mode.
Might this be in conjunction with (?):
Walt The problem is that when crew are delivering power to and engine room, they have no idea which thruster will receive the power. The engine room itself decides that on arrival.
Walt Uh. It still looks much worse than a regular nuke or two in Nord's video.
The ship in that video is getting hit with 16 nuke storages. Pretty sure 16 real nukes would do a lot more damage than that
Then again it is hard to fire 16 nukes at once - but still easy to deliver the storage bomb!
In the clip you see the ship igniting long before it gets to the target.
Nukes rly should explode in a short flash and not dragging for so long - not saying instant damage but very short.
(maybe making nuke anchoring obsolete ...)
Dalas120 Isn't that because many Dom ships are too small for engine rooms, or don't even bring reactors (which makes engine rooms bad)? Almost every medium-large ship I've seen has used engine rooms by all thrusters.
More that the majority of Dom combat is about trying to control the nodes; if your ship is insanely fast but regularly flies out of the node its usually a bad thing. Once the fleet sizes go up faster ships dedicated to hunting other ships can be useful, but zone control is the bread and butter of competitive domination.
And yeah, I play mostly 1.5m Elimination/Arena, where everything but turning thrusters (and usually those too) are always mounted on engine rooms. But the complaint about engine rooms being ubiquitous on 1.5m+ ships is like complaining shield generators are almost always featured under armor or weapons.
Dalas120 That's a good point. I'm not sure it's necessarily a bad thing though - it might force people to plan room for corridors and walkways around thrusters.
That would make thruster blocks further away from a reactor unworkable. Already even with storages touching the block , fed by double walkway can deplete on some of my centralized reactor designs.
To me it seems like crew doesn't have a good idea of the ER power consumption, they seem to wildly underestimate the amount of crew needed to deliver the power, like half the crew stays in their bunks/quarters most of the time when ER is slowly running out of power. This is very noticeable on medium distances from a large reactor.
Nordwolf I found a bug where crew don't consider thrusters to be connected to an engine room until it's operational. Could this be related?
CaptainRedstone I don't think it is, it's mostly related to the fact that crew doesn't consider pickup delay on larger reactors. It's every noticeable in ERs because of the huge needs in electricity there and low supply on each thruster individually.
Walt Its possible to add an option to the MultiAmmoStorage similar to DistributeEvenly but for all the combined amount? so when adding ammo or removing ammo all storages will have the same amount or the same percent amount.
Also there are cases where crew don't want to deliver power to the thrusters.
Nordwolf To me it seems like crew doesn't have a good idea of the ER power consumption, they seem to wildly underestimate the amount of crew needed to deliver the power, like half the crew stays in their bunks/quarters most of the time when ER is slowly running out of power. This is very noticeable on medium distances from a large reactor.
Can you please send me a saved game?
CaptainRedstone I found a bug where crew don't consider thrusters to be connected to an engine room until it's operational. Could this be related?
This is intentional.
Kroom Its possible to add an option to the MultiAmmoStorage similar to DistributeEvenly but for all the combined amount? so when adding ammo or removing ammo all storages will have the same amount.
If I understand you correctly, that's basically what PrioritizeLeastAmmo does.
Not really necessarily different. The basic problems remain the same: 1. number of crew that can supply a part is limited 2. limited surface->limited door access->congestion
Similarly, it's why larger reactors or higher production isn't necessarily an advantage...
So this feature is great for small to medium ships but large ships will suffer.
Nordwolf I tested that ship, and it doesn't seem to be having any major problems to me. Occasionally the thruster pods will blink off, but usually very briefly. I then tested that same ship (with some modifications to add doors, undo crew assignments, and add more crew) without the "deliver power to engine room" feature, and the thrusters are out-of-power off a significantly higher percentage of the time. So the feature seems like an overall improvement compared to delivering directly to thrusters, even if there are still some issues with it.
Something I'm thinking about doing, not to thrusters specifically, but to everything, is increasing power (and maybe ammo) capacity across the board, to allow for longer distances between reactors and power-consumers. (Though to a certain extent, power storages are supposed to compensate for that.)
Lafiel That's not a bug or the game's fault. It's a weakness of this system because instead of each thruster requesting to be supplied it all is funneled through the ER. Hence, ER surges are harder to cope with for the few crew that can supply it.
This explanation doesn't really make sense to me. The total power demand is the same, and the ER will actually demand power sooner than individual thrusters will, because all the empty capacity gets pooled together when compared to the ResupplyThreshold.
Nordwolf crew doesn't realize the power consumption rate
FWIW, power consumption rate is not a factor in the crew A.I. at all, for anything in the game.
Nordwolf We had a similar problem back in the day when TBs were not being able to be supplied by no matter how much crew, but I believe the causes were different back then.
IIRC, that was an issue with the crew always taking power from a single small reactor, and a single small reactor can't keep up with the demands of a tractor beam.