Lancake I think you're missing the point. The main reason some people (me included) don't like new power concept, because you're forcing on us certain design pattern for no reason. Let me quote my own youtube comment "They should get rid of distance limitation and add pros and cons to have stabilizers close or far. For instance, closer stabilizers will limit amount of power storage and boost generation rate, farer stabilizers will limit generation rate and boost the amount of power storage."
I think this might sound good "in theory," but it doesn't really make sense does it?
I still think there should be MULTIPLE power types allowed. The focus should not be on creating one new power system, but rather allowing multiple to exist with the modding backbone in place. Create 1 "basic power reactor" using this modding system to serve as an example to modders and also to make the game playable. Then let the other modders change how this block works, and/or make other types of reactors to run the experiments. The key is allowing as much customizability and duplication as possible. Players can then try playing with various configurations and the community will essentially decide what it likes best. Schine has a small development team, they would do well to let modders be the ones to make the mistakes and to farm great ideas from them.
Here is my ideal:
- Multiple power types - so only certain weapons or systems can use different kinds of power. Think alien races.
- Mods that introduce blocks that can do energy conversion, with certain costs, so you can build hybrid ships.
- Various kinds of reactors that have different rules about their usage, from space requirements, to heat dissapation, to radiation that kills astronauts if they get too close, to systems interruptions (ion reactors), to solar power generating blocks that produce more energy when closer to a star (probably more useful for bases that are positioned near a star). All of these would also have various kinds of scaling, so some may be more useful as large reactor groups, while others work better with smaller groups. Some may use fuel, while others serve as a continuous power source, such as a hydrogen fuel cell <-- but for all of these, the devs should not be the ones to implement them. The devs should think of what kind of power backbone is necessary so that they CAN be added as mods. And then expand that system as the modding community requests. For instance, the mechanic of having explosions occur from stabilizer blocks that are a certain distance from the main reactor blocks would be good.. but now give these properties to all block types.. So, for example, other kinds of systems might be given an increased chance of exploding if too close to a nuclear reactor.. or whatever the modding community decides should happen. Then these ideas will live or die by their merits.