Dalas120 I was thinking having a single reload timer for the missile launcher, but different missile types would have different requirements on that timer.
Ah yeah that makes a lot more sense. I think I can do that easily enough.
Dalas120 The opposite is something like 0.14.4 PD, which will only ever demand 1 crew even though they often need 2 or 3 to stay powered. But this at least can be mitigated by moving a reactor near the PD, or by using storage to recruit more crew.
Maybe I should just double the PD power storage. Because the crew demand algorithm isn't predictive, it'll never cause PD (or any part) to demand more power than it actually has capacity for.
Dalas120 I'm not sure what the best solution to this is. Of course it would be great to let the designer specify how many crew each part would demand, but I doubt that's practical to implement this update (and has potential for abuse, like assigning 50 crew to a single shield). A much simpler solution might be to just have the HE launcher demand fewer crew, since it's the biggest culprit.
Well in the long-run I'm planning to let the player assign crew to specific parts and configure their own priorities, but yeah, that's definitely not happening this update.
I'm not too concerned about abuse like assigning 50 crew to shields. I suspect that'd just be incredibly inefficient strategy (super expensive, tons of wasted power), and worst-case scenario I can just limit how many crew can get assigned to a part.
I don't want to artificially limit the number of crew that a missile launcher will demand, because that'd be optimizing for the situation where the factory is very close to the missile launcher at the expense of greatly nerfing missile launchers with farther factories. (Which is something that both less experienced and more aesthetically-oriented players do a lot.)
(As an aside, I wonder how much it would change things if the cost of crew were substantially lowered.)
Atarlost Why not? The Honorverse uses this concept to limit missile volleys in the MDM era. Battletech uses very similar mechanics to limit teleoperated capital missiles.
I'm not very familiar with either universe. How do they justify those mechanics within their lore?
CrazyBirdie I don't know if you saw my link before, so I am posting it again for you.
I did, thanks, just haven't got a chance to look at it yet.