Quality Heat Pipes


The reach of heat pipes is now affected by quality. +1 range per level.

Tweaks
2 months ago
2.0 - 2.1
4.12K
Logistics

i Nerf?

2 months ago

I don't mean to bug... but this feels like it is very overpowered?
Like maybe it would be more balanced if it only added +1 to the range for every 2 steps in quality, so Rare would get 2 spaces, while Legendary would be needed for 3?
Idk, just a thought.

2 months ago

I thought about that, but chose to leave it as is. I don’t want other quality levels to not provide any bonus. Once you can afford legendary heat pipes, you’re likely very strong anyways

2 months ago

Ok
Also, could you just use all regular and then drop a legendary every 11 for the same coverage?

4 days ago
(updated 4 days ago)

I have an idea about this topic.

Instead of reducing the radius, why not adjust the 'min_temperature_gradient' and 'max_transfer' of the different qualitys?

The idea is that, as quality increases, more heat is emitted. Therefore, a higher-quality heat pipe requires a greater temperature gradient in order to function as well as a reduced transfer rate since the emitted energie is spread wider. This makes it impossible to spam higher-quality heat pipes. Instead, the player is forced to use them selectively.
The following values are just rough estimates of what might be effective.

qualaty radius area min_temperature_gradient max_transfer
Normal 1 3x3=9 1 1GW
Uncommon 2 5x5=25 2.78 0.77GW
Rare 3 7x7=49 5.44 0.63GW
Epic 4 9x9=81 9 0.53GW
Legendary 5 11x11=121 13.44 0.4GW

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