As the title suggest, I feel there are too many artificial values in the game that should be replaced by self-explanatory ingame mechanics instead.
Why do shields stop being shared at a certain threshold ( 25% / 50% ) instead of depending on a reasonable correlation between e.g. shield cap blocks /shield regen blocks / docked entity mass ratio ?
Turrets getting vulnurable just because my 20 mil shield ship gets shot down to "only" 5 mil shields is just silly when my 20k shield ship can still provide shared shields with only 6k shields left to a turret of the same size. It just feels somewhat random and illogical.
Same with thrust, why is it capped at a 2.5 thurst to mass ratio, further encouraging min maxing ? The ratio between thrust and mass poses as a fine, seamless balancing factor of max ship speed and acceleration by itself without an added artificial value capping it at 2.5 T/M.
Same with jumpdrives, although there has been a reasonable amount of input about this already and an overhaul is presumably in the works, the jumpdistance is again a fixed, unalterable, artificial number instead of being a product of number of modules to shipmass / size / etc.
Of course some numbers need to be given by default such as the damage of a single weapon module or the capacity of a power cap since there is no smaller unit to make these values dependant on. Yet I feel these types of knowledge barriers that only leave you to alt tab to check the wiki is what gives new players in particular too much of a feeling of non-transparency in order to stay hooked to the game.
Why do shields stop being shared at a certain threshold ( 25% / 50% ) instead of depending on a reasonable correlation between e.g. shield cap blocks /shield regen blocks / docked entity mass ratio ?
Turrets getting vulnurable just because my 20 mil shield ship gets shot down to "only" 5 mil shields is just silly when my 20k shield ship can still provide shared shields with only 6k shields left to a turret of the same size. It just feels somewhat random and illogical.
Same with thrust, why is it capped at a 2.5 thurst to mass ratio, further encouraging min maxing ? The ratio between thrust and mass poses as a fine, seamless balancing factor of max ship speed and acceleration by itself without an added artificial value capping it at 2.5 T/M.
Same with jumpdrives, although there has been a reasonable amount of input about this already and an overhaul is presumably in the works, the jumpdistance is again a fixed, unalterable, artificial number instead of being a product of number of modules to shipmass / size / etc.
Of course some numbers need to be given by default such as the damage of a single weapon module or the capacity of a power cap since there is no smaller unit to make these values dependant on. Yet I feel these types of knowledge barriers that only leave you to alt tab to check the wiki is what gives new players in particular too much of a feeling of non-transparency in order to stay hooked to the game.