I have heard the angst of those who build large ships, and have discovered that rather than being buffed as thrust arrays get larger as it once was, the thrust per block actually decreases.
the formula seems to be: Thrust=(A*B)^C where
It's that "C" value. If it's less than 1 larger thruster groups are nerfed. if it's larger than one, larger thruster groups are buffed.
Well variety is the spice of life so why not have both? Canoes suck on the ocean. Cruise ships suck in streams. Why not make that "C" variable change depending on how close you are to the nearest star? Heck Coil thrusters are imaginary tech. No reason they couldn't be affected by something as simple as the "flatness" of space.
For example... Let C=1-(10000/(1+distance to nearest star))
Now you have a dynamic where huge engines work best in deep space while small engines work best in planetary systems while Big engines work better in deep space, with equality about 10000km from the nearest star. This would add navigational challenge to the game. It would add a real reason to have both large and small ships and give each an advantage under different circumstances. Now it makes sense to fly your Uberhulk carrier to the edge of a starsystem then hop in a shuttle/fighter to travel to the planets.
the formula seems to be: Thrust=(A*B)^C where
A=the number of thrust blocks on the ship
B=5.5 (a base value for thrust per block)
C=.87 (the buff/nerf based on number of thrust blocks)
B=5.5 (a base value for thrust per block)
C=.87 (the buff/nerf based on number of thrust blocks)
It's that "C" value. If it's less than 1 larger thruster groups are nerfed. if it's larger than one, larger thruster groups are buffed.
Well variety is the spice of life so why not have both? Canoes suck on the ocean. Cruise ships suck in streams. Why not make that "C" variable change depending on how close you are to the nearest star? Heck Coil thrusters are imaginary tech. No reason they couldn't be affected by something as simple as the "flatness" of space.
For example... Let C=1-(10000/(1+distance to nearest star))
Now you have a dynamic where huge engines work best in deep space while small engines work best in planetary systems while Big engines work better in deep space, with equality about 10000km from the nearest star. This would add navigational challenge to the game. It would add a real reason to have both large and small ships and give each an advantage under different circumstances. Now it makes sense to fly your Uberhulk carrier to the edge of a starsystem then hop in a shuttle/fighter to travel to the planets.