Some designs are better off with you being forced to build something else.But when it comes to other problems, all of a sudden forcing certain designs and limiting build freedom is good again?
I have issues with this statement. Power and systems in their current (old) configuration let you design virtually any shape of ship and have it be relatively competitive, so long as you completely fill up the interiors and minmax that shit. One of the design goals of the new systems was to preserve this freedom, to at least some degree. What you are saying goes against what the devs want for the game, keep that in mind.Some designs are better off with you being forced to build something else.
I posted a way to let the developers more easily tweak balance. Read the last paragraph. Maybe the entire post.Balance must always come before freedom.
Nope, just shift some bonus points around and its still functional.And may actually need to completely rework all the systems inside the hull after the calculation is done.
You're right. I didn't consider that some people build ships that way. Still, lets look at why people build ships with systems first: It's because they don't want to have to rework their systems repeatedly within a set hull. Hmm, this is going full circle, isn't it? (edit: i guess some people also design their systems to fulfill a specific objective, like making a main gun deal exactly 125k alpha and then build the hull around that. i'm not sure how to address that)Also completely kills building systems first.
Mostly because hull is armour. It is built to protect the systems. If you don't have the systems you can't effectively design armour to protect them.It's because they don't want to have to rework their systems repeatedly within a set hull
I read your post and all the suggestions you linked already.I posted a way to let the developers more easily tweak balance. Read the last paragraph. Maybe the entire post.
edit - TL;DR since you seem impatient: Look at the silhouette of the entire ship from every angle, assign a score depending on the total surface area of every silhouette, and use this score to determine where the power limit begins. Then give the player points that they can assign to boost their ship in various areas if they are below the power "limit", or points that they must assign to penalties if they go over the "limit".
No suggestion will ever make spaghetti builds impossible. After some consideration, you're right about my suggestion not fixing spaghetti ships too: a "noodly" ship that makes all its blocks visible from every angle will always have a bigger total "silhouette" per block, so if anything it would be basically the same as the current (old) system. (That being said, it's still a bigger total silhouette: given random weapon spread, its still more ways to hit the ship) The only thing that can remove spaghetti builds, other than implementing breaking ships apart (which would hurt the creative freedom about as much as anything else) is moderation and curation, and in my opinion this is how it should be done - let server owners crack down on players who build ships minmaxed into unfairness.Firstly, neither of the suggestions you have linked will fix the problem of Spaghetti ships nor will they fix other "broken builds" so that is a moot point.
I understand this. I personally don't think it matters so much whether you build your armor inside-out or outside-in, but this is a style of building i've seen a bunch of people use and i understand it. This is where the stabilizers have an edge: they conserve this style of building ships where you build systems first.Mostly because hull is armour. It is built to protect the systems. If you don't have the systems you can't effectively design armour to protect them.
Or just seriously penalizing line systems. So that 1 to 3, 1 to 5 ratios for group hitbox are still ok, but 1 to 100 and more is not.The only thing that can remove spaghetti builds, other than implementing breaking ships apart (which would hurt the creative freedom about as much as anything else) is moderation and curation, and in my opinion this is how it should be done - let server owners crack down on players who build ships minmaxed into unfairness.
How it is unfair if the rules are the same for everyone?let server owners crack down on players who build ships minmaxed into unfairness.
Something like that could be done. I think i saw a suggestion along those lines somewhere, where the less a system looks like a "blob", the more it gets a penalty to efficiency. Still, that's again leaving the balance of the entire game down to the block rules, and i don't think it's a very sane way to do things. Changes in meta means changes to block rules means changes to ship design, which is tedious and what schine wanted to avoid anyways with things like the chamber system. But "blobbiness" rules aren't a bad idea; it's just hard to tell if it's going to need adjustments.Or just seriously penalizing line systems. So that 1 to 3, 1 to 5 ratios for group hitbox are still ok, but 1 to 100 and more is not.
You know what i mean, aesthetics yadda yadda. Nobody wants to play a game of noodle vs noodle, i get that much.How it is unfair if the rules are the same for everyone?
If placing of a blocks won't matter it is no longer actually would be a building game.Still, that's again leaving the balance of the entire game down to the block rules, and i don't think it's a very sane way to do things. Changes in meta means changes to block rules means changes to ship design, which is tedious and what schine wanted to avoid anyways with things like the chamber system.
Yes I do. I just disagree on how it should be done.You know what i mean, aesthetics yadda yadda. Nobody wants to play a game of noodle vs noodle, i get that much.
I guess here is the fundamental disagreement. In my opinion, every block always matters where it is placed, even if there are no rules to dictate optimal or required placement. After all, its a sandbox where we are building "our" ships, where we decide where we want to put our blocks and we build something we like, something we want and something we will call ours. Sometimes i feel like the child is missing from the equation in these discussion, but i digress.If placing of a blocks won't matter it is no longer actually would be a building game.
If there will be no rules at all, just blocks that you can place anywhere you'll get something like noodles or ships that have a mush of systems in them. Where each 10x10x10 cube has 1 block of every system in it. This way ships would become HP blobs, because you will need to destroy around 50% of ship mass before it becomes combat incapable or overheats.In my opinion, every block always matters where it is placed, even if there are no rules to dictate optimal or required placement.
I think I worded it wrong. What I tried to say is, the difference between the old power efficiency between a common ship shape and a perfect cube is barely notable, comparing to the new power difference between common shapes and a japanese hentai tentacle monster.No, it isn't. I mean maximum efficiency (power per block), not just best efficiency for certain parameters/configurations. I suggest you look at the link I posted previously and refresh your memory.
Well obviously there are some common sense rules that players typically expect and unconsciously design after, like adjacency for groups and potentially also "blobbiness". Such rules are pretty harmless.If there will be no rules at all, just blocks that you can place anywhere you'll get something like noodles or ships that have a mush of systems in them. Where each 10x10x10 cube has 1 block of every system in it. This way ships would become HP blobs, because you will need to destroy around 50% of ship mass before it becomes combat incapable or overheats.
I ALWAYS build systems first. The form of the ship always follows the function, always. Frankly IMO anyone not building that way is building seriously substandard. Implementing a system that required me to build a hollow shell first and then fill it in would be a MASSIVE downgrade of the game to me.You're right. I didn't consider that some people build ships that way. Still, lets look at why people build ships with systems first: It's because they don't want to have to rework their systems repeatedly within a set hull. Hmm, this is going full circle, isn't it? (edit: i guess some people also design their systems to fulfill a specific objective, like making a main gun deal exactly 125k alpha and then build the hull around that. i'm not sure how to address that)
The most efficiency ship in the old system was also a flying pile of noodles, though, and the efficiency between it and a "common ship shape" were incredibly notable then as well.I think I worded it wrong. What I tried to say is, the difference between the old power efficiency between a common ship shape and a perfect cube is barely notable, comparing to the new power difference between common shapes and a japanese hentai tentacle monster.