This one's pretty simple and straightforward, and while I'm not sure about it myself I wanted to see what everyone else thinks: What if stabilizers used a variant of the old power reactor mechanics? Basically, a stabilizer group would have to touch the reactor, and certain stabilizer group dimensions would be required to stabilize a certain reactor size. More than one stabilizer group wouldn't really do anything besides provide redundancy, so you're probably better off making your single stabilizer group thicker instead.
Also, an unstabilized reactor should output about 75% of the power of a stabilized one of equal size (instead of being hard-capped as it is now), but a large reactor without stabilizers would basically blow up instantly like dynamite when hit. As stabilization increases, blast radius, count, and frequency decreases, so you'd go from "thermonuclear device" to "Auxiliary Power explosions" to "shielded Aux explosions" to "current state of warheads" and finally no explosions whatsoever, in addition to the higher power efficiency per block.
Essentially, your power system would now look something like this:
Pros:
Also, an unstabilized reactor should output about 75% of the power of a stabilized one of equal size (instead of being hard-capped as it is now), but a large reactor without stabilizers would basically blow up instantly like dynamite when hit. As stabilization increases, blast radius, count, and frequency decreases, so you'd go from "thermonuclear device" to "Auxiliary Power explosions" to "shielded Aux explosions" to "current state of warheads" and finally no explosions whatsoever, in addition to the higher power efficiency per block.
Essentially, your power system would now look something like this:
Pros:
- Allows a certain kind of balancing of ship size to power output without limiting design choices more than spaghetti power does already (in fact, it's less restrictive as power spaghetti forces you to try and keep lines from touching, resulting in certain annoyances with certain designs, which doesn't come up as much here).
- Not exploitable in the same way as current, 'floating' stabilizers. The stabilizer group must be in contact with the reactor, and needs to be one continuous unit.
- Doesn't require things like connecting conduits for stabilizers, which might have a performance overhead.
- Preserve the sci-fi idea of a 'power core'; stabilizers are just space magic anyway so they don't need to make a ton of logical sense as long as they work and aren't annoying.
- System remains relatively simple.
- No frustrating process of trying to run tons of lines of nonsensical 'power spaghetti' and attempting to keep them from touching.
- Like the old power system, having these big 3D dimension-cross-shape-things is admittedly somewhat unintuitive. This can probably be fixed with UI, however.
- Might lead to bizarre 'caltrop'/Czech Hedgehog-like designs. Any strange design that this would enable is already probably possible through the spaghetti power, though, and will have similar drawbacks. It's somewhat more encouraged by my system, unfortunately, because it only allows for one group. Perhaps having each stabilizer block give a certain amount of flat stabilization % (allowing brute-forcing to make up the difference) might help this. Unlike their counterparts in the current dev build, these designs would be incredibly vulnerable once shields drop, so it may not be a big deal one way or the other.
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