I tested new SM with this plox/co2 setup.
But it was boring. So I (as Oranges suggested) enabled all the zappy zappy mechanics and here is how it ended up looking (one of more interesting cases):
Not bad! But it can be even better! Although that nasty hole, where the middle bottom rad collector used to be.. Damn slime killed grounding rod and then double damned zappy zap blew it up, made a hole into space and uncorked SM core by blowing up its super reinforced glass. NEAT!
I like explosive teslas big time But unless there was a way to make some areas 100% zap prove it won't EVER be ok to have this flag toggled in the game,I feel like blowing huge holes in SM is, surprisingly, too critical of a malfunction. On the other hand, simply damaging equipment/disabling it for a time doesn't look like too critical of a failure. It is extremely unlikely that a failed freezer will kill SM, or even if an engine room APC gets disabled it is fixable. Actually making SM robust for such failures is a half of fun. Similar how sometimes space debris brakes cooling loop and you have to stabilize SM and figure out what happened before SM blows.It is extremely rewarding to fix shit like this since it tests your SM memes knowledge.
So here's what IHMO can be improved:
- Current zaps are dead boring. Zaps can be much more destructive to the engine room without actually causing total collapse. Except the explosive ones - they are pure horror. Also since running SM in zapping state requires continuous monitoring - there always will be an engie memer to fix damaged equipment.
- Energy delaminating threshold should be bumped up to allow wider zapping range without delaminating SM.
- The biggest torn in a side (even with deadly zaps) are anomalies and slimes. While you "theoretically" can deal with slimes by freezing SM room (BZ doesn't work for some reason) the absolute shit ton of anomalies kinda make it unplayable. But some anomalies for you to fart is ok. It's just you get overwhelmed by them also they break gas tanks and stuff... So you have to clean the are, add extra airlocks or something. Not sure for now but anomalies could be fun stuff to deal with. Real hard for sure but fun.
- It could be really cool to make zaps much much more dangerous (and fun) if a grounding rod provided some 100% safe area around it, maybe space that has at least 2 adjacent grounding rods. To balance this, for example, grounding rod can store some charge (similar to field generators) that slowly dissipates. The better capacitor it has - the bigger storage amount. When a grounding rod gets overloaded it stops acting as a grounding rod. You can reset it by rebuilding (similar to how we clean freezers/heaters from waste gases) this will allow for 100% safe setup given that engies reset rods in time. Bonus meme: sometimes capacitors randomly fails (like a light bulb) and need to be replaced. So the more grounding rods you have the more annoying it gets. it will also mean that you gonna need pathing around the rods.
- What if SM zaps become more dangerous based on delamination/energy level or something? Then we would be able to have real neat explosive zaps for "all hell broke loose" cases without making regular zapping setup too dangerous.