Many active forum participants have already sounded off on the 40+ pages of the power thread, and one common theme is wanting to keep the current power system with modifications. So... here it is. The power overhaul that is actually good, and will work, and won't break every single ship design you ever made over the past 4 years:
Power reactors: boost regen slightly and lower the soft cap. Keep the x,y,z dimensions.
Power capacitors: boost capacity moderately and provide bonus for contiguous blocks (touching) in 1 group
Power auxiliaries: boost regen and capacity slightly. Keep them volatile, like warheads. Keep the bonus for contiguous blocks in 1 group.
This alone will solve the issues. It will encourage more ships under ~250m and keeps the [silent] majority of players happy. It will keep cloakers happy. It will keep dogfighters happy. It will still allow titans, they will just be more balanced and difficult, which is appropriate of course. This has been tested and proven by custom configs on various servers. If you must have more.... then read below:
Heat: if the devs insist on copying Elite:Dangerous then let them have their heat... primary weapon blocks, shield rechargers, power reactors, thrusters, scanners, jammer, cloaker, jump drives, etc - all these modules generate slight amounts of heat. It fills a heat bar on the UI. Too much overheats the ship temporarily and it shuts down for a cooling timer. I don't personally like this because it means more stress on an already stressed out CPU.
Conduits: keep the current decorative conduit and actually let it do something functional. Conduits will get a stat to dissipate heat faster. More conduits touching = more heat subtracted. Give them the x,y,z dimensional system of power reactors to make sure we have mostly lines of conduit and empower RP builders, rather than large cubes of conduit.
Armor: lower the mass of basic hull so that RP builders can do more pretty internals and not be penalized so much on mass. Ultimately, mass = power regen requirements, due to thrust needs and desire for shields based on size class, and mass enhancer module needs.
In general, leave blocks alone, because you have an active mod'er community making their own custom blocks and solving gameplay content and balance problems on their own. You, devs, make the core foundation solid and give us better tools and UI.
If people want to build pretty RP reactors, then let them. They will always do it no matter what power system is in place, then they will always dream of 'what if it were actually functional' and then some will come whining to the forum. Always. Don't cater the core gameplay to them.
If people want to build a doomcube, let them. They will always do it no matter what power system is in place, then they will eventually get bored, get banned, or grow up and make something prettier later on. Always. Don't cater the core gameplay to them.
There's a solid game, with unique features, unique concepts, good gameplay potential, good strategy trade offs and balance (still a lot more to be done) as long as you (Schine) don't try to make it too complex and ruin it for everyone. Complexity just turns this into a spaceship voxel design studio instead of a "game". We want to fly more and build less. Everyone is too scared to lose their ships because they spent too long building them. Change that. ...but Players came to you because of what they see 'now' and enjoy doing. Don't fundamentally change it all and expect everyone to stick around. They won't.
Power reactors: boost regen slightly and lower the soft cap. Keep the x,y,z dimensions.
Power capacitors: boost capacity moderately and provide bonus for contiguous blocks (touching) in 1 group
Power auxiliaries: boost regen and capacity slightly. Keep them volatile, like warheads. Keep the bonus for contiguous blocks in 1 group.
This alone will solve the issues. It will encourage more ships under ~250m and keeps the [silent] majority of players happy. It will keep cloakers happy. It will keep dogfighters happy. It will still allow titans, they will just be more balanced and difficult, which is appropriate of course. This has been tested and proven by custom configs on various servers. If you must have more.... then read below:
Heat: if the devs insist on copying Elite:Dangerous then let them have their heat... primary weapon blocks, shield rechargers, power reactors, thrusters, scanners, jammer, cloaker, jump drives, etc - all these modules generate slight amounts of heat. It fills a heat bar on the UI. Too much overheats the ship temporarily and it shuts down for a cooling timer. I don't personally like this because it means more stress on an already stressed out CPU.
Conduits: keep the current decorative conduit and actually let it do something functional. Conduits will get a stat to dissipate heat faster. More conduits touching = more heat subtracted. Give them the x,y,z dimensional system of power reactors to make sure we have mostly lines of conduit and empower RP builders, rather than large cubes of conduit.
Armor: lower the mass of basic hull so that RP builders can do more pretty internals and not be penalized so much on mass. Ultimately, mass = power regen requirements, due to thrust needs and desire for shields based on size class, and mass enhancer module needs.
In general, leave blocks alone, because you have an active mod'er community making their own custom blocks and solving gameplay content and balance problems on their own. You, devs, make the core foundation solid and give us better tools and UI.
If people want to build pretty RP reactors, then let them. They will always do it no matter what power system is in place, then they will always dream of 'what if it were actually functional' and then some will come whining to the forum. Always. Don't cater the core gameplay to them.
If people want to build a doomcube, let them. They will always do it no matter what power system is in place, then they will eventually get bored, get banned, or grow up and make something prettier later on. Always. Don't cater the core gameplay to them.
There's a solid game, with unique features, unique concepts, good gameplay potential, good strategy trade offs and balance (still a lot more to be done) as long as you (Schine) don't try to make it too complex and ruin it for everyone. Complexity just turns this into a spaceship voxel design studio instead of a "game". We want to fly more and build less. Everyone is too scared to lose their ships because they spent too long building them. Change that. ...but Players came to you because of what they see 'now' and enjoy doing. Don't fundamentally change it all and expect everyone to stick around. They won't.