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PostPosted: Thu 30. Oct 2014, 11:23 
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Joined: Wed 3. Sep 2014, 09:31
Posts: 33
here are two ideas about micro-management. one for the powergrid and one for the construction.

1) power grid micro-management (try to keep all room operational but take a toll on the moral of the crew, it's travel speed or the survivability in the ship.)

When watching "Alien:Isolation", I came up thinking about the possibility to implement the capacity of dividing the power in a rooms and some time rewire the power grid of that room (if the power is low.)

i end up with 5 elements.

- lighting (influence the speed of movement in the room.)
- life-support ( maintain an atmosphere in a good condition. good O2/CO2 ratio, good air humidity, ...)
- utility (main use of the room)
- communication and security (all the screens, computer, transponder and video camera. it could be used to monitor hostile movement, even if the "hostile" is the crew itself.)
- ergonomy (influence the moral of the crew using it. by simplifying their job, for example changing some flashing lamp in a computer rack into a screen where the technician could see a chart showing him what is going on. but it could also be better chair for the pilots.)

each element (that could be turned off when not in use) could use a small amount of energy but if that small amount is multiplied by the number of rooms then the gained energy could be significant.

that way, in a fuel storage for example, you would need the "utility" element still operationnal but the other element could be turned off in an attempt to keep enough power for the main system.

in addition, a room could only have a limited number of malfunction per element. (like 1 malfunction per element per size.) for example,a "large" room could have three malfunction on the same element while a "small" one could only have one malfunction per element.

that way, large room may have multiple small malfunction while small room would have one malfunction but that malfunction could became a serious one very fast.

NB: turning one of those system off would most avoid malfunction in those system but, for some room, some system, like the "utility", must (or could) not be turned off.

2) micro-managing in ship creation.

that idea is about upgrading your own rooms.

i am not against the fact that we would need to buy unknown room before being able to use them in ship.
I just think it would be great to be able to increase the rating of a room but it could also increase the room consumption.

when you build ship you sometime end up with extra power and some benefit, you should be able to increase a room element to prevent a malfunction or give other bonus. like, for example, upgrading the lighting in, by adding move sensor so it light the room only when someone is inside,would reduce the chance that a malfunction happen on the lighting system, as it could be less solicitated that the other system. (when the game decide a malfunction will happen, there will be one but, in this example, the lighting system would have less chance to be the one to suffer from that malfunction. )

- lighting upgrade could be to reduce power consumption in room that are not used.
- life-support upgrade could prevent a failure.
- utility upgrade would reduce the chance of a failure.
- communication and security. at start, rooms could only have phones, requiring a character to pick up the phone. With upgrade, speakers and video camera could be added to allow one-way communication from the bridge and monitoring of rooms from the computer core.
- ergnomy upgrade would increase the moral of the character using the room (or reduce the moral loss) by simplifying his job.

NB: each upgrade could also upgrade the time needed between two maintenance as upgrade would last longer than the original system.

that way, you could upgrade specific rooms to avoid worst case scenario. like upgrading generator rooms to make sure power supply would be the last system to fail in the ship.

such upgrade could also be used to reduce the amount of things you need to manage during the "crew management".


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