Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

MMCT rework - power cables and stuff
Garagoth  [developer] 16 Sep @ 1:05am
New parts: Steam boilers
Feedback for new parts - balance,
issues, questions.
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Showing 1-7 of 7 comments
i have an idea for a connector that behaves like the original mod's cables it would allow for more complex builds and maybe a high throughout cable as well that requires a transformer to step up/step down the voltage so they can connect with normal cables and my idea for a ranged cable for the high voltage cables
TBCN 21 Sep @ 7:33am 
Boilers seem rather as it is now. Its really easy to create an impenetrable wall using small boilers, oc capacitors and oc shields. You simply create a loop of OC shield -> Boiler -> Turbine -> OC capacitor -> shield and with a help of a jump-start reactor you have infinite energy.
Garagoth  [developer] 21 Sep @ 12:15pm 
That is correct, that was the plan. It is the logistics and design that should be at least a bit challenging.
You could spam reactors as well and get similar result I guess?
However, if it is not challenging whatsoever, I would like to know what are the issues and if you see any resolution for them.
I am playing with the idea myself still - I just released this to see how people will react.
Also, balance may be way off - I am still trying to test this properly during normal career gameplay.
TBCN 24 Sep @ 4:32am 
Originally posted by Garagoth:
That is correct, that was the plan. It is the logistics and design that should be at least a bit challenging.
You could spam reactors as well and get similar result I guess?
However, if it is not challenging whatsoever, I would like to know what are the issues and if you see any resolution for them.
I am playing with the idea myself still - I just released this to see how people will react.
Also, balance may be way off - I am still trying to test this properly during normal career gameplay.
Difference between spamming reactors and these boilers is that creactors are more explosive, take up more space, and crew. Right now logistics of Steam Boilers dont feel dificult(may be me coming from factorio). If they are designed to provide a lot of energy so be it.

Then as I have experienced problem becomes heat managment as with resistors not enough heat passes through and this leads to overheating.
Alternitevly you could just connect main loop directly to rads to dissapate any and all heat immidiatelly and this would lead you starved for energy gen within first moments of combat.

Unfortunately this isnt really a trade off as OC caps can just hold enough charge for those first moments completely negating necessity to store heat.

I dont mind them being OP (as a reward for carefully designing your ship) but I also think it shouldnt be too easy. I propose you think about making small steam boilers produce less energy then they would consume. This would lead to more interesting desings as boilers would act as "boosters" for generators making them more efficient. And completely relying on boilers for energy needs can be reserved to big boilers.
Garagoth  [developer] 25 Sep @ 4:15am 
Good feedback, thanks.
I am going to lower steam production of small boilers (I am testing now 25% less and if that still feels to me too much I will go for 50% of current steam production) and increase max heat transfer for resistors (now one resistor can support 2 fully saturated radiators - I am increasing that to 4, or should I increase even more?).
Also, boilers use up heat, I am going to add necessary stats to their descriptions, forgot about that :-)
Expect update late today or tomorrow with above changes.
Garagoth  [developer] 27 Sep @ 1:31pm 
Huh, slight bump on the road - increasing resistor throughput causes some rare game crashes, so no new version was uploaded, sorry. I am trying to resolve this somehow.
Garagoth  [developer] 3 Oct @ 8:19am 
Update pushed!
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