Scheveningen Posted February 1, 2017 Posted February 1, 2017 Title. Power sinks have absolutely no counterplay when set in a fuck-all isolated location. One cannot tell where exactly it starts siphoning power from the main grid. They get a really tiny idea based on what areas get their power siphoned first but because we have no power logs of the sort based on fluctuations or whatever it's impossible to make a decent enough guess when 7 APCs are already drained to zero within 6 minutes. Back in old code, power sinks had the massive risk of exploding when taking in too much of the station's power output. So power sinks weren't a "set and forget", you had to properly maintain them if you wanted to prevent an explosion and also siphon the power from the station. Bring them back so they aren't a mindless super-sabotage tool without any weaknesses to it. You have to be really lucky to find a power sink in most situations if it is hidden well enough.
canon35 Posted February 1, 2017 Posted February 1, 2017 I agree with this. While as engineering a explosion is fucking annoying to deal with, as with most issues, I prefer the sink taking a shitload of power then blowing up to it constantly draining power while hidden in some tiny alcove that engineering can't find.
Surrealistik Posted February 1, 2017 Posted February 1, 2017 Alternately, a way to trace the power drain would be great.
DatBerry Posted February 9, 2017 Posted February 9, 2017 i prefer the assplosion to be honest, it can have a tactical advantage, set the sink next to a hostage and give the station a hint of it's existence.
TishinaStalker Posted February 9, 2017 Posted February 9, 2017 Or alternatively, just make it shutdown after taking in too much power? The explosion is massive and heavily reduces the viability of where you can set it because you risk ganking a ton of people; as used to be with the explosion.
Guest Complete Garbage Posted February 9, 2017 Posted February 9, 2017 Or alternatively, just make it shutdown after taking in too much power? The explosion is massive and heavily reduces the viability of where you can set it because you risk ganking a ton of people; as used to be with the explosion. We could just rebalance the explosion-size. I think a having it explode little larger than a welder-bomb would be alright.
TishinaStalker Posted February 9, 2017 Posted February 9, 2017 Or alternatively, just make it shutdown after taking in too much power? The explosion is massive and heavily reduces the viability of where you can set it because you risk ganking a ton of people; as used to be with the explosion. We could just rebalance the explosion-size. I think a having it explode little larger than a welder-bomb would be alright. I don't agree with that. It could just not explode and you completely avoid the risk of accidentally ganking someone when you didn't mean it since space is extremely lethal now. When you throw a TTV, you're doing it either to kill or breach and there has to be build up to it if it's being used to kill. Those have timers and you know EXACTLY when you want to destroy it. With powersinks you have no control on when it explodes, on the other hand. It sure would suck if you're walking in maint one moment, then the next you're locked out of any escape at all due to emergency shutters, and die due to pressure/oxyloss due to a thing you could not have avoided at all.
Guest Complete Garbage Posted February 9, 2017 Posted February 9, 2017 Or alternatively, just make it shutdown after taking in too much power? The explosion is massive and heavily reduces the viability of where you can set it because you risk ganking a ton of people; as used to be with the explosion. We could just rebalance the explosion-size. I think a having it explode little larger than a welder-bomb would be alright. I don't agree with that. It could just not explode and you completely avoid the risk of accidentally ganking someone when you didn't mean it since space is extremely lethal now. When you throw a TTV, you're doing it either to kill or breach and there has to be build up to it if it's being used to kill. Those have timers and you know EXACTLY when you want to destroy it. With powersinks you have no control on when it explodes, on the other hand. It sure would suck if you're walking in maint one moment, then the next you're locked out of any escape at all due to emergency shutters, and die due to pressure/oxyloss due to a thing you could not have avoided at all. OP suggests there could be a system of maintaining the powersink so that it doesn't explode, which I believe would work best for balance. That way, there's an actual consequence to improper maintenance.
Skull132 Posted May 25, 2017 Posted May 25, 2017 Started working on this. Observations: Explosion code was never removed or disabled. The power cap was just so stupidly high that reaching it would take hours. Regardless, I've moved to make them more fun. They now cause a surge, which will: Cause all APCs within a certain range (on that same power net, mind you) to have their lights burst Cause all machinery connected to that powernet by wire to have EMP act called on them Cause a random chance for an explosion to occur on those powernet items. (small, 1, 1 explosion, as can be observed.) Radius of affect atm is 28 tiles. EMP effect is scaled accordingly. As is light popping. Demo: https://kama.skullnet.me/index.php/s/AE6ejFJghToXjmG Feedback welcome.
Skull132 Posted May 25, 2017 Posted May 25, 2017 Aaand PR's up. https://github.com/Aurorastation/Aurora.3/pull/2452
Scheveningen Posted May 25, 2017 Author Posted May 25, 2017 Works for me. It's more complex than just "it explodes ya dig", so I'm more than happy with it.
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