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Author Topic: Flux and Overload  (Read 5106 times)


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Flux and Overload
« on: May 10, 2011, 03:21:51 PM »

some thoughts and ideas on how to make a deeper flux and overload mechanic
1) make amount of flux limited (say 3 - 4 flushes and down to minimal reserve (no more flushing)) with each flush (depending on size of vessel) reduce flux efficiency
2) cannons and other projectile weapons make them operational even while ship is overloaded but add some missfire and widen accuracy cone (maybe missfire some(use ammo but no projectile))
3) missiles allow only dumbfire missiles to fire while overloaded (also widen accuracy cone), trigger fire cooldown on end of overload (reboot guidance :) )
4) energy guns and lasers trigger fire cooldown on end of overload at 50% ish of max (capacitor charge state and recharge)
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Re: Flux and Overload
« Reply #1 on: May 18, 2011, 01:22:50 AM »

2-4 of those suggestions seem fairly arbitrary and difficult to balance.  If the effects of the mechanics change, it would need to be something with a dynamic.  Also, your suggestion 1 would make flux management too difficult.

For example, a couple alternatives:
A. Overloading could be replaced with something more like the MechWarrior heat system, wherein you could continue operating past the flux capacity but risk internal damage and a lengthy overload period if you went too far/long over the limit.  Ship performance could possibly decrease with more flux past the limit (shields would go completely offline, of course), and perhaps some ship components would change the overloading behavior.
B. Venting could act as a sort of shock absorber for energy (possibly other types) weapons, dispersing the damage while you are spewing energy everywhere.  This would add a few more tactical options and increase survivability when being assaulted with high flux.


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Re: Flux and Overload
« Reply #2 on: May 18, 2011, 02:05:11 AM »

Ship behaviour altering whilst venting flux is an idea that I think I might like.

With all those vents open, discharging energy everywhere, you could feasibly say that fragmentation damage would be increased in this situation (heating shards of metal / more ports / vents to bypass the hull).

Obviously all needs balancing in 'the field' but I like the thought in principle, and I hope that it's not one step too far in complexity terms.

I like the thought of a low-tech ship getting pummelled by high-tech lasers, alternating between a shield and a cloud of dispersing flux. He's be very resilient to said lasers, popping in the occasional salvo from his ballistic weaponry, but wide open to anything else the other side has to offer. Could be interesting.

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