Have you ever wanted to be a spaceship Captain, facing real challenges and making meaningful choices; a Helmsman, evading missiles while keeping the enemy in your sights; a Tactical Officer, bringing destruction to your foes and managing away teams; a Science Officer, fighting an information war and directing researchers; or a Chief Engineer, pushing systems to their limits and overseeing technicians. If the answer is yes, Universe or Nothing is your game.

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Add media Report RSS UI - Engineering Station "Wheel" (WIP v07) (view original)
UI - Engineering Station "Wheel" (WIP v07)
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Q-field_Theory
Q-field_Theory - - 82 comments

I love the dynamics of the Engineeing station, I really do

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Faerdan Author
Faerdan - - 97 comments

Thank you. :)

It has gone through four major revisions to get to where it is now.

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Faerdan Author
Faerdan - - 97 comments

The initial version was a mini-game which was very like the pipes game where you have to get water from one point to another (but with power instead of water). That was interesting but it wasn't very accessible, took a lot of micro management and it was far too easy for the Engineer to completely break the ship.

There is a coolant system too, I'm working on integrating that into the design now.

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Q-field_Theory
Q-field_Theory - - 82 comments

I see, I'm glad that it's reached the point it has.
Quick question about shield power, if shield power output was at full, would that make the shield absorb all incoming damage without any bleed through?

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Faerdan Author
Faerdan - - 97 comments

Shields in UNION are generally more about damage reduction, not damage avoidance. You could potentially effectively absorb all of a weapon's damage by increasing the power output, but in most cases it'll be in the range of around 50% to 90%.

There are a few variables involved in how much damage is absorbed:

- The output power to the shields and the current energy stored in the system.
- The type of weapon. Each weapon has a base shield penetration rating.
- The frequency of the weapon vs the frequency of the shield. The closer these two things are the greater the penetration (the shield becomes less effective). The Science station will manage weapon and shield frequencies, more on that at another time.

In designing the sheids I wanted them to be an important element of battles, but I didn't want to use them as a way to make a ship "safe". Instead they are a very important tactical element and need to be managed (power and frequency) to give you the edge in a fight.

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Description

I'm moving on from the power systems wheel to the rest of the UI, so I've put together this compilation of power "configs" to better illustrate how the wheel works.

Descriptions for each config can be found in the image.