Thanks for all the comments so far.
Redspear wrote:If that were an indicator of their complexity then it may be that some of the lower tech ships simply can't cope with the high end equipment.
That's the sort of effect I'm going for, but I don't think it currently works with the TLs in game to do it directly. The NEU and military shield enhancement are TL14, but the cloak is TL16. All the rest is lower, usually much lower. Core ships vary between TL5 and TL11 (but really TL5 and TL9 - the Asp is the only one outside that range).
mossfoot wrote:Dunno about reducing the hyperspace waiting time since in fiction it's about making complex calculations or some such.
And the ANA costs as much as about 30TC of Computers, so it probably can make complex calculations quickly...
I like the idea of letting you set a "route destination" by picking a target system a long way away and a route optimisation type, then having the ANA feed the next system to your drives each time you jump. Most of the time, of course, you'd need to stop and refuel anyway.
Falcon777 wrote:I'd be quite disappointed if that was no longer an option
You'd be able to carry on as before - update the SuperCobra OXP to have a very large amount of equipment space, and it can continue to fit everything at once. You might need to make a short edit to the ship OXP to update it, if it's not an actively maintained one.
aegidian wrote:I assume equipment with a resting energy drain will need to have a minimum energy level property (1 bank) at which they'll shut off rather than cripple the ship.
Yes, though probably not in general use - in most cases the total resting energy drain would be less than your energy recharge rate, so even at nearly empty on your last bank, it'd probably be okay to keep them running (and in the case of the shields, definitely desirable to). If the ship's energy recharge wasn't sufficient to maintain all its equipment then yes, shutdowns automatically occurring once energy was low.
Venator Dha wrote:- repeated repairs of equipment make it more fragile until it is breaking all the time - need to be replace with a new one
This is (sort of) already in - the more you get shot, the more your ship maintenance level drops, and part of the consequence of that is that it makes equipment damage on future hits more likely. It's subtle, though. There are things around the maintenance level which I'd like to expand on as well, but probably not this time.
Diziet Sma wrote:Combined with the new political/pirates situation in 1.80, there are very few systems in the 5LY scenario that are safe enough for a Jameson..
Indeed. It also takes away the Leesti or Zaonce choice at the start of the game, which doesn't seem right (unless you hitchhike with an exiting trader, of course). In my opinion too much is tied to the 7LY range (including NPC behaviour) for changes to work, and the advantages of having one fixed range are more important.
Venator Dha wrote:I don't see a Jameson selling his laser at start to be a problem, it's simply a risk/benefit decision - fly unarmed or not, in the beginning running away is the better option than fighting anyway.
That's my point - it's a risk/benefit decision, but it's a fairly easy one: 500 credits is much better than 100 credits and a pulse laser.
The decision "downgrade to Cobra I?" is an interesting one - it (especially if you then fly to Zaonce for a refit in safety) really increases your early game power and lets you get some decent equipment early on ... but it'll take you a long time to get back up to a Cobra III again.
Possibly if the trade-in cost on lasers was quite a bit less than the 100% it is now, it might be interesting. (Though I'd rather solve the "pulse lasers are useless" problem by making the pulse laser more useful - we can always reduce the number of NPCs with beam lasers to rebalance)
Suggestion here: set the trade-in rate on lasers to maybe 50%, and about halve the beam laser damage output and heating rate. This makes the pulse laser only about half as effective as a beam laser, compared with a fifth as effective as now, but also means you won't overheat your beam laser as fast with bad aim. (Your military laser will still cut out in seconds, but if you can afford one of those you can afford to learn to shoot straight)
Also gives you more time to deal with NPC attacks, since their beam lasers will hurt you a lot slower.
Smivs wrote:Would the resting energy drain equipment be open to tinkering, or would this be 'read only'?
You'd be able to define it yourself for OXP equipment. I suppose that allowing negative values for it would be a way to implement extra energy units, and that then would allow for OXP energy units.
Smivs wrote:To make sense it would have to be based on ship size
It's technically possible - just load the ship model early enough in the ship initialisation process that you can get the bounding box off it to start calculating anything that requires - but I don't think it's practical for a game with Oolite's relaxed approach to scale.
I think we'd have to make the Anaconda (and actually the other freighters, which aren't by external dimensions much different to the Cobra III) a fair bit bigger than they currently are if we wanted to go down that route, which then means making the stations bigger so they actually fit through the door, which then means making the planets bigger so the stations don't look ridiculously oversized, which then means re-doing the torus drive.
I don't see the uber-ship issue as something to worry about - while these features are partly designed to make it easier to have certain sorts of OXPs without adjusting the game's balance point, they aren't trying to stop people making OXPs which do adjust that balance point.
(And people wanting a challenge might want to push it the other way - give ships less equipment space than the core game suggests)