Possible new Module - Heat Capacitor

Hi Everone,

Ever since 1.5 beta hit, I have been thinking about how heat is now becoming more and more an important deciding factor when creating builds.

It seems Hull Reinforcement packages might become the new stacking meta other than SCB's.. Well.. Maybe.. there is still subsystem damage to consider..

What I have been thinking is to add another module into the game. Heat Capacitors. The idea of the heat capacitor is that once your heat levels have reached 80%, the heat capacitor kicks in an absorbs a certain amount of heat before it starts doing hull and component damage. The heat then bleeds off as normal and the capacitor deactivates once the heat goes below 80%... Yes I know, heat sinks.... well, heat sinks act a little differently, are ammo based and can drop your ships heat to 0% heat... I dont want the capacitors to do that, and they help the overall efficiency of the ship by being always available, rather than being dependent on ammo. Heat sinks will still have their place and can be used in conjunction with this module.

So in essence it is adding another buffer zone to overheating, and could help manage SCB overheating issues when firing in combat, and a multitude of other applications such as

Explorers now have a better way of handling serious heat issues when accidentally jumping into dangerous systems.
Fuel Scooping will now be much easier on module limited ships such as the FDL and courier that have a problem with overheating
Beam weapons, Pulse accelerators etc.. now become more viable in builds that run too hot
Taking up module slots means less chance of stacking up on scb's and armour modules

The bigger the heat capacitor, the more heat it can absorb.

I know there is a potential of this being misused, but I think with the right kind limitation put in place, this has far more benefits than negatives. Of course I am sure some people would disagree with me, but instead of complaining about the problem, I rather discuss potential solutions to the problem and see if we can give FD some more ideas to think about instead.
 
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Id love this implemented.
This heat thing is driving me crazy! By the yr 3000 i would think the Reptilians would have this heat thing completely and elegantly solved.
 
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Seem like this would negate any impacts from heat, but would likely become the new SCB as such. It would be the default module every build would have since everything is affected by heat.

I am all for new modules .. variety ... but I think this wouldn't work.

Mind you there is a good chance the Heat Sink as it is now will become a must have module too for many as heat issues continue to grow.
 
No. Heat generation is a deliberate drawback to balance the advantages of certain modules. A module that removes that drawback should have drawbacks of its own. Basically it's adding a whole layer of complication just to end back at square one.
 
No. Heat generation is a deliberate drawback to balance the advantages of certain modules. A module that removes that drawback should have drawbacks of its own. Basically it's adding a whole layer of complication just to end back at square one.

Not necessarily. A module slot is a module slot. It would depend how it was balanced but it's not a bad idea outright.

Obviously, a capacitor that could hold 300% heat would be stupid. But 10%? You'd need several to make a significant difference. Thus heavily weakening your ship in other areas.

You could even make it so they take heat damage first, so they blow before any other module does.

The only thing I'm thinking that is really important to consider is that the current heat balance seems to be based on beta 1.5... Which is false because it's likely to change this week. So this idea isn't likely to come soon.
 

What I have been thinking is to add another module into the game. Heat Capacitors. The idea of the heat capacitor is that once your heat levels have reached 80%, the heat capacitor kicks in an absorbs a certain amount of heat before it starts doing hull and component damage.…

You want a module that allows an other module to be stacked after the developers nerved the other module because players stacked them. Heat is used by the developers as a way to restrict the use of certain things. A module that removes heat would negate the heat balancing mechanism the developers are using (trying to use; hope will work).

In the end it's a module that helps using a module that was introduced as a solution to a problem that could have been solved without the introduction of a module.

Any solution that includes a module makes using multirole ships more advantageous, introduces more problems for old ship designs and makes things complicated that could be solved by simple solutions.

The introduction of the SCBs was the error. That error should be fixed by removing SCBs and by fixing the problem that caused the devs to think that introducing SCBs in the first place would be a good idea. Currently the developers - and most posters on the forum - try to fix SCBs and not the real problem. That's a just wasting time.

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What I have been thinking is to add another module into the game. Heat Capacitors. The idea of the heat capacitor is that once your heat levels have reached 80%, the heat capacitor kicks in an absorbs a certain amount of heat before it starts doing hull and component damage.…

You want a module that allows an other module to be stacked after the developers nerved the other module because players stacked them. Heat is used by the developers as a way to restrict the use of certain things. A module that removes heat would negate the heat balancing mechanism the developers are using (trying to use; hope will work).

In the end it's a module that helps using a module that was introduced as a solution to a problem that could have been solved without the introduction of a module.

Any solution that includes a module makes using multirole ships more advantageous, introduces more problems for old ship designs and makes things complicated that could be solved by simple solutions.

The introduction of the SCBs was the error. That error should be fixed by removing SCBs and by fixing the problem that caused the devs to think that introducing SCBs in the first place would be a good idea. Currently the developers - and most posters on the forum - try to fix SCBs and not the real problem. That's a just wasting time.
 
Interesting idea. But anything that supports SCB stacking or use gets a thumbs down from me, I'm afraid. I'm OK with the new heat mechanic as is.
 
Well, your power plant is basically your heat capacitor. Your powerplant let's you turn modules on and it determines your "heat efficiency". Your power distributor actually gives power to your modules.

If there was a heat capacitor added, then what is the point of the powerplant? Total power available isn't going to matter much when it takes 20 seconds to turn on SCB and the heat generation is the main limiting factor of using SCB.

I think FD needs to get rid of all the extra heat generation on SCB. The heat is too much. Way too much.

The 20 second boot up time is already a huge nerf to SCB. A lot of times in pvp you will have to turn on your next set of banks as soon as your current set runs out to avoid losing your shields when tanking multiple people. 20 seconds is a long time in pvp....you can easily get taken from 100% to 0 in that time, even if you have military composite.

Hull reinforcement is a joke, it doesn't protect your modules.

The beta is broken as heck, I'm still waiting for FD to explain thier horrendous SCB change in the context of wing v wing pvp.
 
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