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My proposal would set a maximum power (and systems) to mass ratio. Pretty much as your current plan seems to set a maximum power-to-length ratio (even if it's a soft-cap). Except your power needs are not dictated by your dimensions but your block count!If the lack of armor blocks on these long system sticks is your only concern, then it's not a bad suggestion. But from what I can see, you're concerned about the system encouraging you to make long, one dimensional sticks to get the most power. In that case, your suggestion doesn't work.
Not necessarily. Say you build a bigger hull. You can carry more systems now. But you're free to fill it with whatever you like, not just power. Maybe you used a single reactor block and all the rest is shields, or any possible combination.Nicely presented thoughts and ideas ... but i disagree with the whole ship-mass=power thing (also in other wrong-headed thread about 'dimensional bane'...)
Bigger/heavier ships having more power in a linear and predicable way ? I think that is kinda boring, and lacking 'edges'/ traction for performance-variety and complex-designs....
they dont get it. they really think if they yell it enough times, itll be different.You're thinking in length when you should think in mass or block count.
if the systems were properly bstat weighted against each other, this is already a thing... your ship cant have more blocks than it has blocks, so it automatically balances itself. if someone wants disproportionately high power, they have disproportionately low something else... theres no need to create these dumbass arbitrary systems when if you build it right theyll create themselves.My proposal would set a predictable power (and systems) to mass ratio. There'd be still plenty of room for customization. One could get a worse ratio in favour of redundancy. One could invest heavily in thrusters at the expense of shields, while the other guy might be slow but have powerful cannons, and yes, you can just slap a big chunk of armor on your ship to allow fitting more systems.
Yes, it's all about numbers, and it isn't true for every conceivable situation (e.g. stabilisers and reactor each in their own sub-hull without a connection, like you suggest).Thats very numbers dependent, nor is there any guarantee it will be one solid hull and not two.
Your point isn't entirely clear to me - do you care about mass when designing your pvp ships? Do you care about unnecessary length?I have never met a pvp builder who was overly concerned with increasing hull weight when increasing dimensions, as there are some benefits to it besides power. I don't believe that this point is very legitimate for a competent pvp builder, if they want to make a brick they won't care about its hull size.
What is the point of enclosing empty space in armor ? You could cut down at least 2/3 of armor on that picture and don't lose much in the defense department. Or even gain, considering that you'll be able to fit many more systems. Like say shields.I don't have SM here so I can't check to see required separation distances, but if we use this example: a 20x20x20 reactor (800k e/s) and the same size/shape stabiliser group placed at "optimal distance" where stabiliser distance is 100% and then enclose them together in a single minimal cuboid hull one layer thick of AA, every metre of length you drop will save you 11 mass (44 AA blocks). Your stabilisers currently weight 800x0.4=3200 mass.
I have no idea, don't ask me. (Why didn't you ask the op that same question about his image that appears to show a very long hull?)What is the point of enclosing empty space in armor ? You could cut down at least 2/3 of armor on that picture and don't lose much in the defense department.
Sounds like you've just answered your own question from above....Oreven gain, considering that you'll be able to fit many more systems. Like say shields.
Yes, thanks, I somehow managed to compound two large errors together in that post: although I wrote 20^3 I was thinking 10^3, and I also managed to leave off a zero....Fixed now.EDIT:
Additionally amount of armor that you saved weights 630 against the 3200 increase in mass of stabilisers.
Yes I care about mass, no I don't care about length. At most I would have two hulls totaling 5% of my ships mass, cutting out half of that to decrease my length and add 50% to my stabilizer size, which may make up nearly 15-20% of my ship already is never going to be worth it.do you care about mass when designing your pvp ships? Do you care about unnecessary length?
Obviously,a s I've already said (why is it necessary to say it again?) this mechanic is not applicable if you split your hull into two separate sub hulls.Yes I care about mass, no I don't care about length. At most I would have two hulls totaling 5% of my ships mass, cutting out half of that to decrease my length and add 50% to my stabilizer size, which may make up nearly 15-20% of my ship already is never going to be worth it.
Could be a little high, but I go damage heavy at the expense of everything else, so I put a lot of power into my ships. On my current wip 200k The power system (aux and capacity blocks) probably makes up 20% of my ship. In the case of new power, assuming reactors and stabilizers would need to be roughly equal, stabilizers would make up maybe 10% of the ship. So 15% may be a bit of an exaggeration, but the ship I just mentioned is nowhere near being my most damage heavy ship, I do have others with a higher ratio of reactor mass to total ship mass.15% stabilisers? Sounds very high...
Op doesn't specify that it will be enclosed in advanced armor. There are many things that you can put in between.I have no idea, don't ask me. (Why didn't you ask the op that same question about his image that appears to show a very long hull?)
If I didn't mess up the math then using ineffective stabilisers is worth it only under 1750 of reactor size. The bigger reactor becomes after that the more you lose by trying to cut your stabiliser efficiency. So for small ships - fighters, gunships and light corvettes it could be worth it to cut down on stabiliser distance. Everything in cruiser+ range is much better off while using 100% effective stabilisers.Yes, thanks, I somehow managed to compound two large errors together in that post: although I wrote 20^3 I was thinking 10^3, and I also managed to leave off a zero....Fixed now.
No, sounds like you messed up the maths.If I didn't mess up the math then using ineffective stabilisers is worth it only under 1750 of reactor size. The bigger reactor becomes after that the more you lose by trying to cut your stabiliser efficiency. So for small ships - fighters, gunships and light corvettes it could be worth it to cut down on stabiliser distance. Everything in cruiser+ range is much better off while using 100% effective stabilisers.
That's of course assuming current config.
Yes, for a specified armour thickness (e.g. 1 layer of AA) there will be an upper limit of reactor size that benefits.Oh yeah, lost the 2 in a formula. That ups it from 1750 to 15000. Exponents are fun.
You can have shields or you can have guns.Two things-
Doesn't this force everyone to armor tank? If you can only have as much shields as your armor allows, that defeat's the point of shield tanking.
What would power be based on? would you have infinate power, until you added to many system blocks? Or would it be the old system with these limits? Or just X power points that you assign to gen and storage, which you get by adding armor to your ship?
Mitigating alpha:?You can have shields or you can have guns.
Shields are for mitigating dps from pesky little ticks and moskitos , hull should be for mitigating alpha damage.
yes...but wasn't that always the trick? - to not have loads of wasted damage/energy simply by building a huge gun ? No extra balance is necessary - you are welcome to your gazillion-dps cannon; it is not more effective than one orders of magnitude smaller at shooting straight through a hull :/ .... this itself balances shield vs armor weapons to some extent , as high alpha shield-weapons tend to leave neat holes through ships without necessarily causing huge destruction.the majority of high alpha shots go straight through the ship and out the other side, wasting a ton of damage