AGCNR sparks lights too damn much
Even after the adjustment the stormdrive makes lights flicker and break way too often, the flickering is almost constant, and every time I walk down the hallway there's a burnt out or broken light
it's an extreme annoyance and irritation
if this is supposed to be a punishment for running the stormdrive too long, please make it something that's not annoying and actually something you can deal with otherwise, because I am sick and tired of this, genuinely, and I know a lot of people feel the same way
The Stormdrive's flicker was already adjusted considerably, you're likely thinking of the AGCNR (seeing as this was in reference to a Gladius round) I've adjusted the issue title accordingly
Again, this is still the intended state of play. While I didn't directly code the ACGNR, this was discussed at the time in the exact same fashion as the Stormdrive. This is a MINOR INCONVIENCE that is attributed to lazy engineers, ie power in excess of requirements. Sure we can refactor how it is handled, but that is going to take dev I don't have atm to fix properly. If you, or anyone else that wants to refactor this code, do as follows:
- Check grid status ie current total output vs current load - ie how much spare power there is
- Redirect side effects of excessive charge to be checking grid status rather than engine output
Any PR that blanket removes/nerfs this will be rejected.
this feels like a point of contention where coders downright refuse to listen to players on, I don't understand why, but you are absolutely adamant this does not change, despite the overwhelming numbers wanting this changed, many players want this removed
I dispute that engineers are lazy, rather that they have too much to do repairing and performing damage control to babysit a reactor to increase power when needed and decrease it when not
I do agree there should be a drawback to running the reactor too hot or at too much power, however lights just straight up doesn't make sense from a power distribution standpoint, as power that is fed to them goes through SMESes and APCs, not directly from the reactor, which makes me wonder how the hell the reactor output actually affects the lights, or why it even should
translation: a PR that only removes or decreases the light burn outs is the problem here. if you replace the light outages with some other penalty, like suggested, that's a reasonable change, because it is not just nerfing or removing the fact that high power causes problems.
this feels like a point of contention where coders downright refuse to listen to players on, I don't understand why, but you are absolutely adamant this does not change, despite the overwhelming numbers wanting this changed, many players want this removed
I dispute that engineers are lazy, rather that they have too much to do repairing and performing damage control to babysit a reactor to increase power when needed and decrease it when not
I do agree there should be a drawback to running the reactor too hot or at too much power, however lights just straight up doesn't make sense from a power distribution standpoint, as power that is fed to them goes through SMESes and APCs, not directly from the reactor, which makes me wonder how the hell the reactor output actually affects the lights, or why it even should
You are the one refusing to listen at this point.
I did also say in my comment that I would be happy with an alternative change, which corvid helpfully clarified that you also stated, I appear to have mis-interpreted that, so I apologise for that, though as for what I may need ideas, as I could likely attempt to implement this myself if it is ok