Forums » Suggestions

Turbo...

Dec 30, 2004 Solra Bizna link
As you make bigger and better ships, they will need more weapons to match, right?
More weapons = more energy.
More energy = more/better batteries.
Say you create a ship with five S ports and three L ports. It would need a pretty hefty battery, right? Something like a Mega Charge with 75/s charge... but uh oh! Now all the ships that have 75/s or less have a huge advantage! Another solution would be to have multiple batteries, but that starts other, more complex issues.
My idea is simple: Make the battery not charge at all during turbo.
This would eliminate the problem of infiniboost, I think.
/me prepares to be flamed out of existence
-:sigma.SB
Dec 31, 2004 Beolach link
Do you mean only the Mega Charge battery wouldn't charge while turboing, or *all* batteries wouldn't charge while turboing? If you mean all batteries, then consider yourself flamed. I never want to see infiniturbo gone completly; made slower is alright, but even if it's only 175 m/s I want infiniturbo. If it would only be the Mega Charge that wouldn't charge while turboing, that would be interesting....
Dec 31, 2004 maq link
or make large battery slot so batteries with higher recharge rates would only go to bigger ships (which would have higher energy consumption for turbo or lower turbo speeds)
Jan 02, 2005 tramshed link
How about making batteries have 2 sets of charge rates and capacities, your turbo will drain from the engine energy well in the battery with its special chargin mechanisms for the engine, while weapons would have thier own. This would allow for much more variations in the batteries, as well as making the game pace slightly faster. For instance, the rag could use the heavy equipment battery, which only has an engine charge of 45/sec and engine capacity of 150 or 200, while the weapon side could have a charge of say 80/sec with a max capacity of 300 or so. Of course the values would have to be tweaked around and whatnot so you dont end up with a ship that can not only infiturbo but actually gains weapons energy while firing all its weapons.
Jan 03, 2005 Dank link
and what about technology rates?

Isn't it only natural to assume that when technology evolves and new things are discovered, such as new batteries, won't the old ones get cheaper?

This could get quite complicated.

Overall i love the idea. This could also fit nicely into ship customization. Yet that will make things more even complicated.

I suppose I should start looking at first all the problems it would fix before I try to invent more problems to create. ;)

I have full faith that the Devs will work something like this out. They've been very impressive in the past.
Jan 03, 2005 Agonizer link
Hi!

May i suggest (again) an idea i had last year? Lets have some standby power usage for every weapon slot in use, i.e. 5e/s for Large Weapons, and 3e/s for Small weapons. So if you equip your Rag with 3S and 2L Weapons, it would consume 19e/s - compare this to a battery who's charging with 50e/s, there is 31e/s left.

For a vulture it means 6e/s would be used for both equipped slots. Set turbo usage to 48-50e/s and a vulture would do infiniturbo only if it had no weapons. Standard vulture could use 50e/s, Vulture MkII 49e/s, Vulture MkIII and MkIV 48e/s and a vulture serco guardian could use 47e/s, which means that a VSG could infiniturbo if if had one weapon equipped.

Just an idea
Jan 04, 2005 tramshed link
interesting idea
Jan 04, 2005 Viper2560 link
interesting but im gunna go with what was said earlier. Full cosumization of the battery would be great. Maybe like a "Create You Own Battery" center. Of coarse this would most likely be very complicated to create and manage as to make sure that no1 can create some form of an uber battery (i cant believe i just said that) But im all in for an idea that will allow for more cosumizable batteries
Jan 04, 2005 mgl_mouser link
In the Real World (tm), a Civic can be tweaked to be faster than a stock Porsche--at a cost.

I think it should be the same in VO. Any ship should be able to infiniboost, but not freely.

If a ship is too heavy for infini boost, one could equip it with a NOS kit! Say, a 20-shot could cost around 10,000c. Hit once and bingo: infiniboost until turbo unlock. Loose one shot.

This could be hoocked on a L port.
Jan 04, 2005 Solra Bizna link
Been thinking about this problem, and I think I have a different solution. This has probably been suggested before, but what if your turbo heats your engines rapidly and they cool off slowly, and once it reaches 3,000K or so it explodes, there's a concussive effect with no damage, and you can't turbo any more until you repair? Then you could buy (if you were some sort of infiniboost addict) an "engine radiator" which uses some weapon slots but helps prevent the engine from heating so rapidly.
As for oversized batteries, howabout just making it so you cannot get a battery that charges faster than you can use it in turbo?

I think the fundamental source of the disagreement here is that some people are viewing turbo as an extension of normal motion, rather than the exceptional circumstance that it SHOULD be. (otherwise, why have a turbo drain at all?)
-:sigma.SB
Jan 04, 2005 iTripped link
Does this mean I can get my low rider Maud with chrome-tipped exhaust? I'd really like to tint the windows and put a decal across the top of the windshield featuring the manufacture of my favorite weapon system.

...oh, and Mouser, I'm just kidding. I read your post and it made me smile. Not trying to flame.
Jan 04, 2005 mgl_mouser link
Nah, I know you're not flaming. My Ninja 636 eats Civics (and Porches) for breakfast. During summer.

And I *want* a chrome Valk Rune!
Jan 05, 2005 Beolach link
When I first saw it, I didn't like Agonizer's continuous weapon drain idea, but as I've thought about it I like it more. One slight change that would totally sell me on the idea, is having different drains for different weapons, rather than the same drain for all weapons of a certain port size. I've been playing a bit recently with TPG Sparrow Blasters, which have some serious nice things going for them (very low mass, very energy efficient), but their low velocity sucks. I've considered suggesting a 'TPG Falcon Blaster' with higher velocity, but haven't because it'd be too much of an uber-weapon that I don't really want. Anyway, to get back on topic, if energy efficient weapons like the TPG Sparrow Blaster had the added advantage of having little or no continuous energy drain compared to the Neutron Blasters & Gauss Cannons, I think we'd see them used a lot more, but they still wouldn't be too overpowered.
Jan 05, 2005 Viper2560 link
hey im liking the decal and cromeing ideas :) Id like my vulture pimped out with crome tipped wings and 600W speakers in the trunk. :) (not flamming)

And Beolach makes a couple of good points, and has gotton me to like the weapon draining idea.