A Side suggestion if/when/ever pipes & plumbing for fuel or water or steam is added; Instead of forcing the player to manually layout every pipe segment;
Auto-Routing!
Have a Engine that needs a pipe to its fuel tank? Just place both and the editor will AUTO-INSERT a straight line pipe from A -> B.
If you want that line to avoid some dangerous modules, then it should get dragged instead of breaking and re-assembling pipe lengths, could be like rubber bands, elastic and 'unbreakable'.
2nd Idea: Different blueprint levels; perhaps like 'Plumbing' / 'Modules' / 'Armour' / 'Decals & Paint' where its a slider from the deepest view to the most exterior (and the layer below fades-to-from so that the player can see what is above or outside each.
Too many fires to fight on your wooden dreadnought?
No problem; with an universal sprinkler system each flammable module is made fire-damage resistant!
Step 1. Install Sprinkler Pump & Tank Module in a central location on vessel!
Step 2. Ensure P&T is nearby a coal/fuel source. Since the Pump is Newcomen engine itself and needs to be fired-up for operation, a single crew is sufficient to maintain it.
Step 3. Each flammable module automatically has a sprinkler line added into it, crew just needs to be instructed to open the nearby valve when a local fire breaks out!
Step 4. When the Tank is exhausted is can be recharged from any usual Fire Point, ect - making this the perfect retro fit for existing fleets!
Order Now!
Supplies are limited.
First 10 Customers will get a free brass-monkey!
Unit is shipped partly assembled as a standard 1x1 module, instructions included.
You want the game to be easy-peasy when it comes to ship building. It doesn' and shouldn't twork that way, to make a good ship you need to put in the EFFORT, not rely on omnipotent modules to do your work for you.
Those ideas would completely unbalance the game. Do you realize how crucial fires are? Lets just say this. The game is fucking hard without fires to damage enemy ship.
Now for the plumbing: the resource modules are supposed to be built near their counterparts. There should not be some system that lets coal or ammo travel everywhere just from one point. That ruins the challenge of ship-building. I would not take pleasure in making a ship that relies on plumbing/sprinklers. I take pleasure when I make layouts of ships that actually work.
But if you genuinly want something like this AND know how to build ships efficiently, there are mods for a reason.
Pipes Break and Leak! (so the water might not even get to the needed module!)
Ruptures can cause fluid leaks into places most unwanted (wet-powder anyone?)
Pipes COST $$$. Per unit. More Pipes = More $$$. Also they do have a weight.
Also the steam engine pump MIGHT be over-doing the steam-punkyness. A manual action pump might be more appropriate (or a low-end cheap option).
This is a module for a High-Cost ADVANCED airship, where everything is attempted to be maxxed out (at any cost $$$).
Having auto-routing is always going to deliver a working vessel, but not an optimal design. Its meant as a user-convenience (and should be optional of course).
You don't understand. This will destroy the balance of the game. Ships are supposed to rely on people hauling the fuel and ammo, not have everything automated.
I really like the "draggable snake" idea for doing pipes. But...
Basically, while I originally planned diesel to go into the game, I haven't figured out how it would fit into the balance of the game. I feel that it'd be obviously superior, and people would switch to it, unless I made it crazy expensive. And adding a whole additional editing layer for that sounds like a great way to add development time without that much of interest being added.
@Zarkonnen You could also add pipes for a fire prevention system, so that way at least it's utilized elsewhere. If you wanted to get crazy with it you could also do wires for electronics or dumb-waiter systems for ammo.
Diesel Engines could just be the start of the piping system.
Once they are in and you now have a system that handles pipes you could add a whole bunch of other modules and things to make it a new area of the game to utilize.
I'd think the piping system from a gameplay perspective will generally do the following, I've also thrown in some specific examples of how things could work:
The bold text is the TLDR section for people who have more important things to do with their time
--
In general:
Basically ships that rely extensively on piping will be more fragile specialist ships with specialist equipment that only works with pipes. Your main fleet should still be crew hauling oriented since they are naturally cheaper and less volatile. (see the disadvantages section)
--
Specific advantages to piping:
Automate some crew processes, direct connections:
Flamethrowers could only need a gunner, automatic fire suppression could be a thing, basically cut out all hauling jobs to allow for low crew.
Direct connections to weapons (like a fuel line to a flamethrower) cancel it's reload time so it can constantly fire as long as there is a fuel connection. Similar thing goes for engines and other modules.
Be a underlying mechanic for new modules
Riot fire hose modules to shoot boarders externally, more powerful flamethrowers that don't use ammo but fuel, etc.
Pneumatic compressors could use coal to put compressed air inside of pipes, this could be used in landship legs/tracks for better lift.
--
The disadvantages that balance the game:
But it's expensive
It's a whole new layer that adds new things, it will make ships generally cost more if used.
But it's heavier
Pipes are extra weight, so your max height and speed is generally lower.
But it's vulnerable and wasteful
This is the big one that makes sure you don't just use pipes for everything.
Pipes are destroyed with your backwalls.
Destroyed pipes block all resource hauling and leak your resources until they are fixed. Volatile pipes like fuel lines will constantly start fires if destroyed, they could even have a chance to just straight up cause a small explosion and destroy the adjacent fuel pipes (in a cascading effect).
Fuel line cascading could also include connected modules, so if a fuel line explodes that's connected to a flamethrower, the flame thrower will also explode and vise versa.
--
If the system generally works like this it won't replace crew/override any current feature, and it should still add to the game in a new and interesting way.
Sorry about the long post length, I tried to keep it organized.
Midshipman
A Side suggestion if/when/ever pipes & plumbing for fuel or water or steam is added; Instead of forcing the player to manually layout every pipe segment;
Auto-Routing!
Have a Engine that needs a pipe to its fuel tank? Just place both and the editor will AUTO-INSERT a straight line pipe from A -> B.
If you want that line to avoid some dangerous modules, then it should get dragged instead of breaking and re-assembling pipe lengths, could be like rubber bands, elastic and 'unbreakable'.
2nd Idea: Different blueprint levels; perhaps like 'Plumbing' / 'Modules' / 'Armour' / 'Decals & Paint' where its a slider from the deepest view to the most exterior (and the layer below fades-to-from so that the player can see what is above or outside each.
Midshipman
3rd Idea:
Overhead Sprinkler systems!
Too many fires to fight on your wooden dreadnought?
No problem; with an universal sprinkler system each flammable module is made fire-damage resistant!
Step 1. Install Sprinkler Pump & Tank Module in a central location on vessel!
Step 2. Ensure P&T is nearby a coal/fuel source. Since the Pump is Newcomen engine itself and needs to be fired-up for operation, a single crew is sufficient to maintain it.
Step 3. Each flammable module automatically has a sprinkler line added into it, crew just needs to be instructed to open the nearby valve when a local fire breaks out!
Step 4. When the Tank is exhausted is can be recharged from any usual Fire Point, ect - making this the perfect retro fit for existing fleets!
Order Now!
Supplies are limited.
First 10 Customers will get a free brass-monkey!
Unit is shipped partly assembled as a standard 1x1 module, instructions included.
Pipe NOT INCLUDED.
Commodore
You want the game to be easy-peasy when it comes to ship building. It doesn' and shouldn't twork that way, to make a good ship you need to put in the EFFORT, not rely on omnipotent modules to do your work for you.
Those ideas would completely unbalance the game. Do you realize how crucial fires are? Lets just say this. The game is fucking hard without fires to damage enemy ship.
Now for the plumbing: the resource modules are supposed to be built near their counterparts. There should not be some system that lets coal or ammo travel everywhere just from one point. That ruins the challenge of ship-building. I would not take pleasure in making a ship that relies on plumbing/sprinklers. I take pleasure when I make layouts of ships that actually work.
But if you genuinly want something like this AND know how to build ships efficiently, there are mods for a reason.
Midshipman
Ah; I left out some important thoughts on this:
Also the steam engine pump MIGHT be over-doing the steam-punkyness. A manual action pump might be more appropriate (or a low-end cheap option).
This is a module for a High-Cost ADVANCED airship, where everything is attempted to be maxxed out (at any cost $$$).
Having auto-routing is always going to deliver a working vessel, but not an optimal design. Its meant as a user-convenience (and should be optional of course).
Commodore
You don't understand. This will destroy the balance of the game. Ships are supposed to rely on people hauling the fuel and ammo, not have everything automated.
Air Admiral
You do realize diesel engines, (Which are planned) would rely completely on pipes, engines and rerouting fuel, right?
Commodore
No, I haven't heard. Mind explaining?
Commodore
Diesel is something that might get pushed to expansion. Nothing in development indicates its arrival after the MOD Update (v8).
Although development may surpass b10 and indicate otherwise.
Aerial Emperor
I really like the "draggable snake" idea for doing pipes. But...
Basically, while I originally planned diesel to go into the game, I haven't figured out how it would fit into the balance of the game. I feel that it'd be obviously superior, and people would switch to it, unless I made it crazy expensive. And adding a whole additional editing layer for that sounds like a great way to add development time without that much of interest being added.
Aerial Emperor
But yeah, perhaps I can figure it out later, and put it into a free update or an expansion.
Cabin Boy
@Zarkonnen You could also add pipes for a fire prevention system, so that way at least it's utilized elsewhere. If you wanted to get crazy with it you could also do wires for electronics or dumb-waiter systems for ammo.
Commodore
I like that idea, Fundeath712. Could be useful for big things!
Air Lord, Engineering Corps
Diesel Engines could just be the start of the piping system.
Once they are in and you now have a system that handles pipes you could add a whole bunch of other modules and things to make it a new area of the game to utilize.
I'd think the piping system from a gameplay perspective will generally do the following, I've also thrown in some specific examples of how things could work:
The bold text is the TLDR section for people who have more important things to do with their time
-- In general:
Basically ships that rely extensively on piping will be more fragile specialist ships with specialist equipment that only works with pipes. Your main fleet should still be crew hauling oriented since they are naturally cheaper and less volatile. (see the disadvantages section)
-- Specific advantages to piping:
Flamethrowers could only need a gunner, automatic fire suppression could be a thing, basically cut out all hauling jobs to allow for low crew.
Direct connections to weapons (like a fuel line to a flamethrower) cancel it's reload time so it can constantly fire as long as there is a fuel connection. Similar thing goes for engines and other modules.
Riot fire hose modules to shoot boarders externally, more powerful flamethrowers that don't use ammo but fuel, etc.
Pneumatic compressors could use coal to put compressed air inside of pipes, this could be used in landship legs/tracks for better lift.
-- The disadvantages that balance the game:
It's a whole new layer that adds new things, it will make ships generally cost more if used.
Pipes are extra weight, so your max height and speed is generally lower.
This is the big one that makes sure you don't just use pipes for everything.
Pipes are destroyed with your backwalls.
Destroyed pipes block all resource hauling and leak your resources until they are fixed. Volatile pipes like fuel lines will constantly start fires if destroyed, they could even have a chance to just straight up cause a small explosion and destroy the adjacent fuel pipes (in a cascading effect).
Fuel line cascading could also include connected modules, so if a fuel line explodes that's connected to a flamethrower, the flame thrower will also explode and vise versa.
--
If the system generally works like this it won't replace crew/override any current feature, and it should still add to the game in a new and interesting way.
Sorry about the long post length, I tried to keep it organized.
Commodore
Pipes could also play a part in keeping water out.
Vents too, maybe.
Sides + Backers to Hallways. A fourth layer of graphics, essentially. (not including cannon)