Nice to see some new threads

utilae wrote:
Regardless of whether a list or slot system is used, egines should be able to be placed on a ship in any number, on any side of the ship, if you even want engines. It should all depend on the space available for engines, eg if you can fit them, you could have two engines at the rear, and one on the left and one on the right. This of course should only be possible if there is a valid gameplay effect to having engines on the sides and front of your ship. Front engines help slow the ship, maybe side engines allow directional movment without turning. Of course the player would still tell the ship to move from A to B, but the ship would manuever and travel there based on the engines it has.
I agree with everything, except strafing, side engines should help turn the ship rather than move without turning. also I would like to see a slot system not a list system.
One thing what happens if you have 5 engines on the starboard and no other, dose the starboard become the rear or will it the ship be very good at turning but very slow?
My vote is for it turning fast but travelling very slow, if this is made clear to players then it gives players the option of fast turning ships that are slow should they want them.
Geoff the Medio wrote:
* Should there be separate in-system and interstellar engine characteristics?
** Engines could have two ratings, one for in- and one for inter-system
more than that, there needs to be enough characteristics to allow engines to differentiate in more than just price and speed. I can't really think of how to do that for interstellar but for combat I would have the following values per engine:
Acceleration
Maximum speed
angle efficiency*
heat generation**
* a really bad name I know, what it means is how much of an engines power can be dedicated to turning, if you have an angle efficiency of 50% an a maximum speed of 10, then you could have 10 speed points moving forward, or 5 moving forward and 5 turning, or anything between that. Similarly a engine on the side with an angle efficiency of 50% could have 10 points turning clockwise (or anti if its on the other side), or 5 points accelerating/decelerating and 5 points turning clockwise.
** how much heat the engine generates in addition to that removed by the cooling systems, if this is greater than 0 you get heat buildup and the engines must be perodcally shut down to prevent overheating.
Acceleration and maximum speed could be relative to the mass of the ship in place, if this is the case then when designing the ship you should see a different value for the same engine when building different sized ships, prevents the need for mental maths.
Geoff the Medio wrote:
*** If there is more than one engine in a ship, do the properties stack (so you can add two engines to go faster) or does the best property for the situation get used (eg. in system vs. interstellar)?
Its hard to say without balance testing by my instincts say:
Out of system: a diminishing marginal returns system, the first engine gives 100%, the next two give 50%, the next 4 give 25% the next 8... With the best engines (best of out of system travel) getting the higher %s.
For in system I'd have them stack up, but every engine is treated individually. so if you're traveling forward and you have two engines, one with 5 acceleration and 10 max speed, and one with 2 acceleration and 20 max speed then after 1 "tick" you're on 7 speed, then 14, 16 ... 30
Be aware that that's instinct talking, I wouldn't put too much behind it. And I'm a bit nervous it may be too complicated with many unique engines on each side of the ship, and an AI working out the optimum use for each engine. A simpler method is that you chose that this ship uses Ion Engines, then you can only add ion engines, since they're all identical the game could abstract 3 ion engines (acceleration 1, max speed 10) into one engine (acceleration 3, max speed 30)
Geoff the Medio wrote:
** Separate in-system and interstellar engines could need to be added
I can see arguments both ways:
It leads to extra choices in design, focusing on reaching a system fast, or being more effective when you get there.
But it leads to a home field advantage, as defence ships can be built for in system travel only (i know you said we're not talking about the prospect of no-interstellar engines yet but just using a single, cheap, small level 1 interstellar when you're at tech level 10 or something is as good as none for this purpose).
Geoff the Medio wrote:
If there's something important I've missed or something basic that I've assumed but shouldn't have, please point it out.
Well we should decide if ships automatically slow down without their engines or if they can only slow down by thrusting in the opposite direction.