Essentially, I wish to express a fear regarding the upcoming power system, with regards to the sense of building.
Firstly, something like chambers is probably necessary. Systems like weapons and shield effectively multiply each other. Doubling shields or weapons will both double the amount of damage a ship will dish out before shield failure. Alas, given a 50/50 split between weapons and shields on a ship, you're stuck in an optimal situation. Any other split of 100 has a lower product than 50*50. Halving one system will only allow a 50% increase of the other, lowering the combined effectiveness. Thus, by the tyranny of the square, a purely block-based system forces everyone to be a generalist.
This is the virtue of something like the chamber system. It can have whatever algorithms it wants, to allow us to specialize however we want.
The backside is a bit more abstract. I'm normally the first to wince at statements like "Starmade is an X game", but on this I hope we can agree- "Building is an important aspect of Starmade". And, to me, 'building' contains the idea of taking things that do things individually, and putting them together to do those things combined for new and greater results.
Chambers carry this aspect, but not as much as current systems do. They are something you build, but ultimately, they are just what Schine has called them- a skill tree. Placing blocks that form a skill tree is still a skill tree. We haven't seen the system yet, and one shouldn't make assumptions, but it seems like an imitation, an illusion of building around what it actually a point-spending system like any non-building game has. Less putting components together to make a machine, more assigning stats to an avatar.
I'm not against chambers, I'm mostly urging caution. I perceive there has been a great rush of enthusiasm for the chamber system- "Make cloaks into chambers, make jump drives into chambers, make shields into chambers, make everything into chambers!"
Chambers are a powerful balancing tool that comes at a cost. Perhaps even a small cost, Schine's work in minimizing it being admirable. Nevertheless, we should tread lightly, and consider whether any given system really needs to be framed entirely as preset skill nodes. Some do, but perhaps not as many as the tone of the suggestions forum might have had one believe.
Firstly, something like chambers is probably necessary. Systems like weapons and shield effectively multiply each other. Doubling shields or weapons will both double the amount of damage a ship will dish out before shield failure. Alas, given a 50/50 split between weapons and shields on a ship, you're stuck in an optimal situation. Any other split of 100 has a lower product than 50*50. Halving one system will only allow a 50% increase of the other, lowering the combined effectiveness. Thus, by the tyranny of the square, a purely block-based system forces everyone to be a generalist.
This is the virtue of something like the chamber system. It can have whatever algorithms it wants, to allow us to specialize however we want.
The backside is a bit more abstract. I'm normally the first to wince at statements like "Starmade is an X game", but on this I hope we can agree- "Building is an important aspect of Starmade". And, to me, 'building' contains the idea of taking things that do things individually, and putting them together to do those things combined for new and greater results.
Chambers carry this aspect, but not as much as current systems do. They are something you build, but ultimately, they are just what Schine has called them- a skill tree. Placing blocks that form a skill tree is still a skill tree. We haven't seen the system yet, and one shouldn't make assumptions, but it seems like an imitation, an illusion of building around what it actually a point-spending system like any non-building game has. Less putting components together to make a machine, more assigning stats to an avatar.
I'm not against chambers, I'm mostly urging caution. I perceive there has been a great rush of enthusiasm for the chamber system- "Make cloaks into chambers, make jump drives into chambers, make shields into chambers, make everything into chambers!"
Chambers are a powerful balancing tool that comes at a cost. Perhaps even a small cost, Schine's work in minimizing it being admirable. Nevertheless, we should tread lightly, and consider whether any given system really needs to be framed entirely as preset skill nodes. Some do, but perhaps not as many as the tone of the suggestions forum might have had one believe.