Since the devs apparently felt it was fit to close a thread to responses before people could properly respond to their final points, I have been forced to make a new thread to drop the responses I spent far too much time on to just throw away.
" Another day, another 5 pages to respond to.
-Armor layering, spaced armor, bulkheads and other internal armor schemes, sponge armor, composite layers of different armor tiers designed to mitigate penetration, and projected rayshields/spectra make armor designs have a lot of depth in how you can go about making them.4
-System layering, which you describe in a later post as "a lack of depth" for some bizarre reason, despite it being an interesting mechanic that also has a lot of depth and requires thought from the player on which systems are more important to them.
-Weapon design is a careful balance between penetration, damage per shot, projectile count, and power usage, and physical shape to reduce chance of splitting outputs under fire. There's a huge variety in weapon choices and viable ones at that. The main problem here is that some are too powerful and others are too weak.
-Power systems continue to be complex even on larger ships, as you must protect auxiliaries both externally, via placement within the ship and armor casings, and internally, with armor rods or sheets reducing the amount of damage an aux will take after it has a meltdown.
-Thrust, shields, and passives are filler, yes, but they still play an important role in system layering.
I could provide some examples of large ships, which have the deep building depth I've described, if you'd like.
" Another day, another 5 pages to respond to.
Primarily weight would be the reason to not put it under a traditional hull. However, there would also be plenty of hull covered chandeliers. It's more of an issue of the systems being incredibly spread out and this system taking the most advantage of systems in a certain volume, making it both extremely powerful and difficult to kill.Edit: While I've got your attention, could you explain to me the tactical advantage a ship with reactors on spokes, aka chandelier, would have over a ship with the exact same configuration of systems except with them inside a conventional hull?
Building larger ships is very complex, actually.Lack of complexity: It seems all of us have their own opinion what "complexity" was about. To us it was more like a lack of depth, especially when you build larger ships. The only system that requires some creative thinking is the power system and that's not the case for every ship. Of course making turrets and some having to work with exotic ship shapes make a build process more complex but overall, it was too easy to get something work well without having to think about it a lot.
-Armor layering, spaced armor, bulkheads and other internal armor schemes, sponge armor, composite layers of different armor tiers designed to mitigate penetration, and projected rayshields/spectra make armor designs have a lot of depth in how you can go about making them.4
-System layering, which you describe in a later post as "a lack of depth" for some bizarre reason, despite it being an interesting mechanic that also has a lot of depth and requires thought from the player on which systems are more important to them.
-Weapon design is a careful balance between penetration, damage per shot, projectile count, and power usage, and physical shape to reduce chance of splitting outputs under fire. There's a huge variety in weapon choices and viable ones at that. The main problem here is that some are too powerful and others are too weak.
-Power systems continue to be complex even on larger ships, as you must protect auxiliaries both externally, via placement within the ship and armor casings, and internally, with armor rods or sheets reducing the amount of damage an aux will take after it has a meltdown.
-Thrust, shields, and passives are filler, yes, but they still play an important role in system layering.
I could provide some examples of large ships, which have the deep building depth I've described, if you'd like.
So let me get this straight- First, you're going to describe how the systems in both (especially the medium) are laid out in a complex manner that reduces loss of essential systems and increases overall durability, and then you're going to claim that this shows a lack of depth? And how does the proposed system even fix this, exactly? "To me both examples show a lack of depth. I'm sure you can give more reasons why it was put down in a certain way but a good pvp ship uses shields as filler and buffer when sustaining block damage. And protects its power and thrusters by putting it behind thick armor or in unlikely to hit places.