I do not have the ships. Lancake worked on them. We will be doing them again once the new power system is available.
I explained it in the post that you responded to. If we make changes, then add crew, we will need to revert those changes. The problem, or at least one problem here seems to be that we are forced to waste space between stabilizers and reactors. Building interiors does nothing for a ship currently. Makes sense. I would rather we not rebuild our ships yet again because we added crew, and you don't have the space for it because we reduced the distance requirement between those two components.
I swear to God I'm not trying to nitpick here. But what has to be said, has to be said.
I recommend you contact
Lancake since I gave him a blueprint of a ship in both the OldPower systems and the Power 2.0 refit WIP stage, same exact hull, same exact defensive and thrust stats as the old one, and roughly the same offensive capabilities as well.
Those 2 ships currently represent everything wrong with the new system: the large empty spaces left by the compressed systems, the glaring critical vulnerability of vital systems having to occupy both the front and the rear parts of the vessel, and the painful realisation that despite the rather large (for its size) and vulnerably placed reactor/stabiliser/chamber system, it still fails to power the same (statwise) systems its OldPower counterpart easily could, simply because the hull was built taking aesthetics into account and not built from scratch to adapt to the new system. Note that, while it is a ship fit for PvP engagements in its size range,
IT DOES HAVE A DECENTLY DETAILED RP INTERIOR (Even a rail elevator... so I really tried). Just not at the ratio the NPC ships (the Schine designs) do,
because performance and survivability was also an important aspect of the original design.
At the introduction of the power 2.0 system, a promise was made that the same hull can be fit for the same systems and performance as the OldPower version could. That promise was NOT fulfilled. Not only are the systems much harder to power with the new reactors, the utility of the ships are also hurt due to how the chamber system works, AND critical vulnerabilities are necessary to accomodate the required distance between the reactor and stabiliser system. Essentially, you HAVE TO place them in the parts
which will get the most incoming fire both when on the offense and when trying to escape (the front and the back of the ship, unless it's a vertically or horizontally elongated design).
To be honest, taking the Schine designs as an example when balancing systems performance is a questionable choice. Those vessels, even the larger ones, that are in the NPC fleet roster, have glaring weaknesses even in the old power. I remember Saber and Raiben fighting with those on stream and a single cannon shot (pulse cannon, I think) WENT THROUGH THE ENTIRE SHIP'S SPINE LENGTHWISE AND TOOK OUT ALL WEAPON COMPUTERS IN A SINGLE SHOT. That was a really embarrassing moment, because no half-decent builder who ever had thoughts about PvP or even PvE vs anything but the default enemies, would have made that design mistake (Sorry,
Raiben and
Saber )
At least do us (and yourselves) the favor and grab some blueprints from the Community Content's highest rated or most downloaded, or maybe some that are tagged with PvP, and take a look at how THOSE perform in the system changes, so you get an idea of what the design elements the majority of the community use, work in the new environment.
Let me make myself clear here: I AM NOT IN FAVOR OF REMOVING THE STABILISERS OR REVERTING TO THE OLD SYSTEM.
I do see the advantages of the new one, such as the improved stealth/counter-stealth mechanic.
The new reactor and chamber system does have its virtues.
What I do ask for (Again, no demands, I'm aware I'm not in the position to make any demands) is a revision of the exact values that determine the distance and efficiency scaling in regards of power and stabilisers, and the exact values in power consumption and stats provided on the systems blocks, in order to allow for easier creation of efficient reactors, and for multiple possible placement options (for example, in a more protectable position, or at the center of the ship where a reactor core mostly is on 90% of sci-fi designs) while still being efficient enough to provide enough power for the same amount of systems (again, statwise, not blockwise) as the old power system was capable of, without requiring serious design changes. If you like detailed interior spaces, then let people build a huge (yet functional) reactor core in the middle of the ship, with decorated conduits leading to the different chambers on the sides, instead of having to squeeze the reactor blocks in an as thin as possible layer onto the rearmost blocks of the inside of the hull in order to have any kind of hope for decent stabiliser efficiency.
That would be great.