A Solution To Flying Spaghetti Monsters

    FlyingDebris

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    Provide arguments please. Why is it better to go by block count or mass?

    Keep in mind i was arguing specifically in favor of balancing by silhouette. Not dimensions.


    These two ships here have identical silhouettes. Are they equal? No, not even remotely.

    You see, the ship on the left is filled and ready for combat, while the ship on the right is an empty shell with no systems. Same silhouette, drastically different capability. That's why you don't balance based on the shape of anything, rather you balance based on the mass/block count.
     
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    Hull first builders? Only somewhat fucked, as long as you make no dimensional changes once you finish that hull. Oh, you wanted to shorten or lengthen you ship a little? Guess you're fucked too, buddy!
    I think you're blowing this out of proportion. Especially when compared to a "fill er up" situation where you'd be even more fucked if you wanted to make your ship longer or shorter. Besides, it's not like power scaling from silhouette needs to be super absolute either, there could be a range of acceptable values or a penalty/bonus system. In the worst case scenario, it's still fewer blocks to add or remove than a "fill er up".

    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?
    Balancing off dimensions is trash. It is a "feel good" solution to people who just can't comprehend why their epic RP ship, 500 meters long, which is 90% open space so it only weighs 25k mass, got smashed by that 250 meter long ship that is mostly solid and weighs 40k. It's simply impossible, they had bigger dimensions! How could they lose!? It is how we got spaghetti in the first place, because balance needs to be off the most important thing, what REALLY matters in a game, especially one that goes into strategic elements like clashing interstellar factions- RESOURCE COST.
    I feel like you went on a bit of a tangent here, the topic was balancing power output, not the ship itself. But i definitely agree with you, it's just natural that a smaller ship that somehow could power a larger mass of systems than a larger ship that doesn't make full use of its potential reactor output is going to be more effective even in a "silhouette" scenario.
    You see, the ship on the left is filled and ready for combat, while the ship on the right is an empty shell with no systems.
    Are you reading the thread? The point is to have less systems, not none. And if a heavier ship somehow manages to power itself and fights an identical silhouette ship with less mass, obviously the heavier ship has an advantage. This would be true in any system. The ships simply wouldn't be "completely filled", because you wouldn't be able to power that much. That would leave room for crew areas further down the line in development.

    I probably made it sound like i was talking about the balance of the entire ship somewhere, sorry about that. English is not my first language etc
     
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    FlyingDebris

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    I think you're blowing this out of proportion. Especially when compared to a "fill er up" situation where you'd be even more fucked if you wanted to make your ship longer or shorter. Besides, it's not like power scaling from silhouette needs to be super absolute either, there could be a range of acceptable values or a penalty/bonus system. In the worst case scenario, it's still fewer blocks to add or remove than a "fill er up".

    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?

    I feel like you went on a bit of a tangent here, the topic was balancing power output, not the ship itself. But i definitely agree with you, it's just natural that a smaller ship that somehow could power a larger mass of systems than a larger ship that doesn't make full use of its potential reactor output is going to be more effective even in a "silhouette" scenario.

    Are you reading the thread? The point is to have less systems, not none. And if a heavier ship somehow manages to power itself and fights an identical silhouette ship with less mass, obviously the heavier ship has an advantage. This would be true in any system. The ships simply wouldn't be "completely filled", because you wouldn't be able to power that much. That would leave room for crew areas further down the line in development.

    I probably made it sound like i was talking about the balance of the entire ship somewhere, sorry about that. English is not my first language etc
    Okay, the ship on the right now has mostly filled systems. The ship on the left is still better.

    And uh, it would appear the thread is about getting rid of spaghetti ships. Not having less systems, which is actually exactly what the spaghettiships do.
     

    The_Owl

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    I think you're blowing this out of proportion. Especially when compared to a "fill er up" situation where you'd be even more fucked if you wanted to make your ship longer or shorter. Besides, it's not like power scaling from silhouette needs to be super absolute either, there could be a range of acceptable values or a penalty/bonus system. In the worst case scenario, it's still fewer blocks to add or remove than a "fill er up".

    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?

    I feel like you went on a bit of a tangent here, the topic was balancing power output, not the ship itself. But i definitely agree with you, it's just natural that a smaller ship that somehow could power a larger mass of systems than a larger ship that doesn't make full use of its potential reactor output is going to be more effective even in a "silhouette" scenario.

    Are you reading the thread? The point is to have less systems, not none. And if a heavier ship somehow manages to power itself and fights an identical silhouette ship with less mass, obviously the heavier ship has an advantage. This would be true in any system. The ships simply wouldn't be "completely filled", because you wouldn't be able to power that much. That would leave room for crew areas further down the line in development.

    I probably made it sound like i was talking about the balance of the entire ship somewhere, sorry about that. English is not my first language etc
    Your last point is stupid in star made and real life. Let's go with real life first. Basing on silhouette the cruise ship should be more powerful than the frigate armed with anti ship missiles. Let's see how well that goes for the cruise ship.

    Then we can apply the same to star made. A larger cargo ship should be stronger than a smaller PvP frigate, but it's not.

    Do you see just how pointless and ineffective balancing by silhouette is?
     

    FlyingDebris

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    As a matter of fact, how does one even "balance by silhouette"?
     
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    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?
    ive preplanned the mass of every ship ive ever made since the system was introduced and tied into the games mechanics.
     
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    Okay, the ship on the right now has mostly filled systems. The ship on the left is still better.
    Yes, IF it can power them, that's the point.

    And you're right, this discussion is way off topic at this point.
    As a matter of fact, how does one even "balance by silhouette"?
    That discussion should probably go here
    Your last point is stupid in star made and real life. Let's go with real life first. Basing on silhouette the cruise ship should be more powerful than the frigate armed with anti ship missiles. Let's see how well that goes for the cruise ship.

    Then we can apply the same to star made. A larger cargo ship should be stronger than a smaller PvP frigate, but it's not.

    Do you see just how pointless and ineffective balancing by silhouette is?
    God damnit, the topic was reactor output.
     

    Lecic

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    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?
    "OK, time to build a ship. I need it to compete with my enemy ship that has X mass, so it should be around that mass. If it's too much more mass it'll be overkill and start an arm's race, and neither of us want to have to mine 5 times as much, so I'll just avoid that. Now, f I want to kill it I'll need at least A mass in weapons, and I need to be able to tank its opening ion beam alpha salvo so I'll need B mass in shields.... how much power is this going to need? OK, I need C and D mass in power reactors and capacitors. How's my mass doing? OK, I still have X - (A + B + C +D) = E mass left for my thrusters and armor and the rechargers for my shields, that's plenty. I'll put a little bit more of my mass allowance into power and weapons for a faster kill now." [SHIP IS THEN BUILT]

    If you aren't planning the systems for any ship planning on going into combat beforehand you have fucked up majorly.
     

    Az14el

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    ^^^ Or just a nice simple "oh i don't have a decent 50k mass so I'll build one of those"
    Can certainly second that, preplanning by mass lets me be much more accurate to my initial vision for the ship, i already know roughly what blocks make up the thing by the time I've decided mass & general archetype.

    By dimensions or by silhouette doesn't really give me that info, so it's always seemed less useful to me
    Probably a handy tangent of discussion since the ships we're talking about are like the very definition of mass balanced builds with no regard for the boxdims at all
     
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    *EDIT* also i've never heard of anyone pre-planning the end mass of the ship, how many years of experience do i need for that level of competence?
    If you're designing an entry for a pvp duel you're probably doing just that.
     
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    I hope this suggestion thread will make some changes on this power update.
    Yes, just incorporate point #1 into power 2.0 immediately (and while you're at it increase the minimum stabiliser effect from 0 to a small but useful value), it's trivial.

    Assess point #3 for performance impact and get that in ASAP, with a conduit tool in build mode.

    Reassess meta at this point to see if spaghetti is still king. Implement a version of #2 if necessary.

    Or at least just tell us decisions have been made, and plans are underway. Waiting in limbo is the worst. I don't want to build anything other than empty shells right now, and even that could be risky.
     

    Asvarduil

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    You see, the ship on the left is filled and ready for combat, while the ship on the right is an empty shell with no systems. Same silhouette, drastically different capability. That's why you don't balance based on the shape of anything, rather you balance based on the mass/block count.
    This is illogical, because you're assuming that one mass sum equates to the same amount of ability, and the same qualities. I'm sure there are actually many different configurations you could go with that can achieve the same mass, while being more or less formidable, and having vastly different loadouts.

    Put differently, block count and mass are just two ways of saying, "this vessel has this much stuff on it". Block count and mass in no way convey the effectiveness of the ship in question.
     

    FlyingDebris

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    This is illogical, because you're assuming that one mass sum equates to the same amount of ability, and the same qualities. I'm sure there are actually many different configurations you could go with that can achieve the same mass, while being more or less formidable, and having vastly different loadouts.

    Put differently, block count and mass are just two ways of saying, "this vessel has this much stuff on it". Block count and mass in no way convey the effectiveness of the ship in question.
    Effectiveness is impossible to quantify due to the nature of the game.

    One way or another though, mass/block count is a hell of a lot closer than dimensions therefore my point is valid. I am in no way assuming one mass will always equate to one ability, but even with its inaccuracies mass is vastly better at predicting ship capability than silhouette, as demonstrated.
     
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    This is illogical, because you're assuming that one mass sum equates to the same amount of ability, and the same qualities. I'm sure there are actually many different configurations you could go with that can achieve the same mass, while being more or less formidable, and having vastly different loadouts.

    Put differently, block count and mass are just two ways of saying, "this vessel has this much stuff on it". Block count and mass in no way convey the effectiveness of the ship in question.
    this is true, depending on scale. if you take two identically shaped ship hulls both filled as efficiently as possible with systems, and hull A has basic hull, however, hull B has 2 layers of advanced armor. so B will always have more mass even though they both have identical block counts. if the ships are small, A would likely win because B has much fewer systems, less defense, offense, and mobility. mid sized ships B as the advantage because the systems difference isnt enough to offset the increased armor. but if you get big enough, the massive difference the the 2 layers of advanced armor vs 1 layer of basic make in mass does not make your ship better by default, it actually might become a hinderance because you now have to dedicate more room to thrust, and power for the thrusters.
     
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    Spaghetti monsters are a consequence of balancing around mass. They are, by being just systems, the most optimal builds for a given mass when dimensions either don't matter or need to be big. Having an aspect of dimensions to balancing as well as mass is a way to favor different densities. Unfortunately, the new power system, in trying to disfavor the most dense ships, ends up still favoring low-density spaghetti.
    Relating to this, the idea that we need to balance off of mass because mass is approximately resource cost isn't correct. Balancing factors that take into account dimensions will lead to optimal builds of a given mass having optimal dimensions. You'll still need more resources to get a ship to have certain capabilities, it just might have to be a little larger than you might've expected.

    Also, having some expectation of the capabilities of a ship given its dimensions (and an assumption that it is reasonably close to optimal for internals) is good. PvP should be somewhat predictable as far as what you're getting into.
     

    Lecic

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    Spaghetti monsters are a consequence of balancing around mass.
    Spaghetti monsters are a consequence of balancing around DIMENSIONS. Both power systems encourage them through dimension based balancing- either dimensions of power lines, or, in the new system, stabilizer distance.

    You'll still need more resources to get a ship to have certain capabilities, it just might have to be a little larger than you might've expected.
    Then you aren't balancing on dimensions. You are balancing off mass and forcing people to build oversized, empty ships, for no reason. Or, rather, an awfully stupid version. A reason of "I want to force people to have empty space so they'll put interiors in" instead of giving an actual reason to have interiors, that being crew.
     
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    Spaghetti monsters are a consequence of balancing around DIMENSIONS.
    A 10k mass spaghetti monster will take out a 10k mass "normal" densely filled minmaxxed ship. From this we can definitely say that when balancing by mass spaghetti is meta.

    Will a 1km long spaghetti monster consistently defeat a 1km long "normal" densely filled minmaxxed ship? (Not rhetorical, I'd like to know the answer and currently don't)
    If not then you can't say that when balancing by length that spaghetti is meta.

    FWIW I 100% agree that balancing ships by mass is a far better method than attempting to balance by dimensions - i.e. it would be silly for duel rules to specify max length/width/depth, or block count, instead of mass.
     
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    Lecic

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    A 10k mass spaghetti monster will take out a 10k mass "normal" densely filled minmaxxed ship. From this we can definitely say that when balancing by mass spaghetti is meta.
    So, all things being equal, the thing with greater dimensions being stronger, how on earth can you say this is mass based balancing at fault?! The ship with the larger dimensions is BETTER.

    Will a 1km long spaghetti monster consistently defeat a 1km long "normal" densely filled minmaxxed ship? (Not rhetorical, I'd like to know the answer and currently don't)
    If not then you can't say that when balancing by length that spaghetti is meta.
    The amount of mass in a 1km long "normal" ship can vary by tens of thousands just by adding one "layer," for lack of a better word, in a dimension, because of how long the ships are. I don't think it'd be very easy to judge things based on dimensions at this size because, again, dimensions do little to reflect how much stuff a ship actually has on it.

    But the spaghetti monster would probably win as long as it was at least 1/6 the mass of the regular titan. Might even be able to be a bit smaller at that point, maybe 1/8-1/10, given all the massive efficiency issues and SHP debuffs a ship that size has. That's what we generally see at smaller scales.