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m33pm0p

Vintarian
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Everything posted by m33pm0p

  1. Wow well I didn’t realize until some helpful people explained things to me but apparently Jonas tech takes care of the things I was talking about. Ive only ever played on a friends server (im somewhat new to the game) and thought that stuff was one of the mods, it looked so “out there” compared to everything else in the game I didn’t realize it was vanilla
  2. Or not, just thought it might be more balanced but I realize it might not be…
  3. Follow up; since dynamos would have an area of effect/field of stability that surrounds them, it is possible fields could overlap. The SHARED portion of stability fields would divide the temporal mechanical stress affect between however many stabilizers are present, while the non overlapping portions would continue to stress the dynamo the same (MINUS the overlapping areas). Example; If 10% of a dynamos field overlaps with another, both would operate at 95% power consumption due to the fact that both dynamos (2 in this case) would have to divide the remaining overlapping power (10% of both fields) equally. In short, The further two or more dynamos are from each other, the harder they have to work until their fields no longer overlap, at which point they would operate at 100% consumption (not accounting for temporal activity).
  4. I had a similar idea but instead of fueling it you would have to mechanically power it. The higher the activity the more resistance it would provide (possibly halting your drive train). I’d assume it would be balanced by requiring a lot of power overall and would likely consist of late game materials.
  5. I think it would be cool to add a temporal dynamo. It would be powered mechanically and nullify a certain “volume” of the world. Depending on the temporal activity, the dynamo would have to work harder and you would have to choose between it sapping power or not. The dynamo will demand more power the more the instability increases, it could get so extreme that your machines may stop working if you don’t expand your power production/mitigate with clutches. Larger bases would need multiple and base owners may have to upscale torque production. It might even be neat to have a temporal rebound affect which would cause high instability in the regions close to but not inside the protected area, creating a sort of temporal “crater”.
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