You build your ships in a certain fashion. Good for you that it also works with how the game currently works. Adding diminishing returns would just redefine standard ship ratios, not add diversity. I respond to you because you post that video around with almost certainty that it is better, when the reality is that is just how you prefer it. Remove all the fluffy interior, and you basically got our average fighter or drone. It's a system based on fighters.
Diminishing returns were removed when we got the new weapons. It was a way to prevent waffleguns since you could now gain the same damage in 1 group as you did in 50. Followed by the addition of a power penalty for having multiple groups, it made effects more appealing. Adding diminishing returns would just take us back to waffleguns being the most efficient way to spit out DPS, removing the use for punch or pierce entirely.
Alright, I need you to explain some things.
I am almost positive that the thread was created before the OP saw my video. It's also garnered a bit of support in previous threads. Just because I prefer it does not mean it's wrong. I prefer it because it can work.
What is a waffle gun. I don't know what that is.
It is most certainly not a system based on "fighters", or what you would consider a fighter. It is a system that grounds our grossly oversized weapons to a more realistic scale. I've stated this a few times. I will state it again. I DO NOT WANT SUPERWEAPONS ON EVERY SHIP. There should be an incentive for building an interior. There will be with the health update. Cal told me this himself. But that doesn't solve the weapon aspect.
That's why I used the more realistic weapon size. Was it perfect? No. I should have killed the ship faster. Was it better than blowing it away in 1 shot? You bet your ass it was! Combat that revolves around actually breaking down the systems of a ship is exciting. It's not exciting when I can guarantee a kill after shields go down.
As for the old weapons, the ones before we got the new system; The reason a small weapon could get the same damage as a large one was because of the sliders. I could give my one cannon block massive amounts of damage and have a terrible setup on my larger array. There was more to that then just the diminishing returns.
You're also thinking of this diminishing return being applied in a completely different way than what we are suggesting.
The way (I presume) it worked in the past was basing it off weapons size, it's block count. The more blocks you add, the less damage per block we get. That is not what I am suggesting.
As for what I am proposing; take a ship's mass. Determine a number based on that ships mass that should be comprised of weapons. 10% for example. 10% of a ship is comprised of weapons. Depending on the size of the ship, the 10% in weapons will scale. When it comes to reaching the "sweet spot" for maximum efficiency, it's a static value. When you start going over that value is when you loose efficiency. It is not based on weapon size.
It is based on the ratio between a ships mass and how much of that mass is weaponry. Having a ship filled to the brim with weapons will still have more firepower than the same ship with optimal weapon sizes. It doesn't make either one better. They have strengths and weaknesses now.
So lets apply what I am suggesting to some values.
A 100 mass ship will have 10% of it's mass comprised of weapons. That's 10 blocks.
A 1000 mass ship will also have 10% of it's weapons comprised of blocks. That's 100 blocks.
Lets give it a static value of damage. This scales as it does currently, linearly with weapon count.
The 100 mass ship does
40 damage, the 1000 mass ship does
400 damage. The damage scaled as the ship size did, so long as it stayed at 10% doing 4 damage per block. This is the total output for all weapons on the ship, regardless of group size.
Quickly, lets take into account how fast this damage could kill another ship. Let's say at 10%, these weapons can take out 20% of an enemy ships hull of similar size. It would take 5 hits from the 100 mass ship to kill another 100 mass ship. One shot takes out 20 mass at 40 damage. The weapon can take out twice it's own mass.
That is 1 mass per 2 damage applied.
When a ship makes 70% of it's mass out of weapon systems, what happens?
The 100 mass ship now has 280 damage if done linearly and would be capable of taking out 140% of the enemies total mass (if it is fighting another 100 mass ship). That's a ship and a half worth of damage. But with a diminishing return we can get 150 damage roughly (example). 150 damage will only take out 75 mass of a 100 mass ship. In order to one-shot the enemy, they would have had to dedicate 70% of their hull to weapon systems. Again, this system is based on mass composition, not weapon size.
If the 100 mass ship attacked the 1000 mass ship and it had 70% of it's mass dedicated to weapons, one shot against the large ship would result in 7.5% of it's hull being lost. That little ship is not going to be "more powerful" just because a diminishing return is applied to it. The two ships are still not comparable. It would take 14 shots to completely destroy the 1000 mass ship. In that time, the 1000 mass ship can take out 2 100 mass ships with 1 shot just with it's 10% weapon composition. This of course does not take into account moving targets, turrets, etc. With an efficient weapon, the 100 mass ship only takes out 40 mass of the 1000 mass ship, which is 4% I don't know about you, but again, these ships are not comparable. The 100 mass ship will be overpowered everytime, no matter it's weapon composition against the larger ship.
The point is, this system does not let small ships in any way compare to something that is larger than it. The larger ship will always have more firepower. I hope you can follow that. Nobody likes math problems. This isn't just something I prefer. I gave an example, and did some basic math for the system right here. I've put thought into this. Frankly we can't alter the static values for damage or armor anymore. The devs stated this. All we can do is adjust how much a weapon actually puts out. Basing that on mass composition seems like an ideal way of igniting some thought to how players want to approach combat.