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Citation neededdimensional rules XYZ, logarithmic bonus, diminishing return mechanics, etc are what keep people coming back to the game.
Citation neededdimensional rules XYZ, logarithmic bonus, diminishing return mechanics, etc are what keep people coming back to the game.
i think actual content would make people come back to the game, not just random rules and bonuses.dimensional rules XYZ, logarithmic bonus, diminishing return mechanics, etc are what keep people coming back to the game.
I can not fathom how you don't understand that statement. Can a 100m long ship be built using 50k blocks? Yes. Can a 200m long ship be built using 25k blocks? Yes. Who cares what hull/system blocks are used, It doesn't matter. The fact that the longer but cheaper ship produces more power is unbalanced(? citation ? )
"..a ship twice the length of another, built with half as many blocks/resources, can produce more power"
this makes no sense as any amount of hull/systems may or may not also be present; unless you mean specifically 'reactor blocks', in which case 'twice as many reactor blocks' could be placed badly equally also, in old and new ....
It would bring back more variety to building power systems, somthing I'm for, but not necessarily balance the energy output disparity I metion above your quote. Though I'm not really sure why they took it out in the first place. Perhaps when weapons are overhauled it will be more clear.I feel that power capacity is an important part of balancing power generation.
The more expensive reactor/stabiliser combo produces more power.I can not fathom how you don't understand that statement. Can a 100m long ship be built using 50k blocks? Yes. Can a 200m long ship be built using 25k blocks? Yes. Who cares what hull/system blocks are used, It doesn't matter. The fact that the longer but cheaper ship produces more power is unbalanced
This is the problem I'm attempting to illustrate. There is no correlation between reactor size/output and ship size. This goes against the fact that the devs have indicated they want output limited relative to ship size. This is a good thing imo, but to be clear, I don't want it hard capped either. So what metric do they use to determine size? The obvious answer seems to be dimensions.The more expensive reactor/stabiliser combo produces more power.
Whether you then build a cheap or expensive ship around it is irrelevant.
Hmm, could you provide examples? For example an empty hull, and also a scaled up version of it the same hull, where the max possible power for the small hull is higher than for the large hull?Is it balanced that a larger ship has a lower max potential energy output than a smaller ship, even if both are built with the same level of competency?
But thats not what he said, his point is that a 5k mass 200m long ship could have a higher power maximum than a 10k mass 150m long ship.Hmm, could you provide examples? For example an empty hull, and also a scaled up version of it the same hull, where the max possible power for the small hull is higher than for the large hull?
Ok, I misunderstood if that's the case.But thats not what he said, his point is that a 5k mass 200m long ship could have a higher power maximum than a 10k mass 150m long ship.
The 5k mass ship's length is what gives it the ability to devote more mass to the reactor/stabilizer. The 10k mass ship can not devote any more because it's hamstrung by it's length.Ok, I misunderstood if that's the case.
As long as the 5k ship is devoting more mass to reactors/stabilisers than the 10k ship I don't see a problem.
So the ship mass is irrelevant here. Nothing else in the equation has any relationship with the ship masses.The 5k mass ship's length is what gives it the ability to devote more mass to the reactor/stabilizer. The 10k mass ship can not devote any more because it's hamstrung by it's length.
What about something that gives freedom behind the rules, like not actually limiting the power output of the reactor once you're past the "reasonable" limit, but rather penalizing other systems of the builder's choice?the devs have indicated they want output limited relative to ship size. This is a good thing imo, but to be clear, I don't want it hard capped either
One big compromise always becomes one big mess. It will look bad from all sides, including probably programming part with multiple conditions interweaving to determine the effectiveness of the system. Though that is not the biggest problem. The main problem would be planning your ship beyond "build a shell and fill it with something". Who beyond devoted PVP players and those people who just like to build systems would be willing to sit over a monster of Excel table pre-calculating their ships to ensure that everything that they planned will work?What if we mixed up different suggestions? Take a little bit of stabilizers, take a little bit of block count, take a little bit of mass, take a little bit of silhouette, and make an average score out of that. Could some of the normal problems (spaghetti ships, dumbbell ships, borg cubes) be averted by mixing up the rules into one big compromise?
Another way to think about this is:The 5k mass ship's length is what gives it the ability to devote more mass to the reactor/stabilizer. The 10k mass ship can not devote any more because it's hamstrung by it's length.
Try not to focus too much on the qualifiers I used. Cheap or expensive is largely irrelevant. I used them, poorly I suppose, to make a point. It comes down to the fact that no matter how well built the larger ship is compared to the smaller ship, it will never make the same kind of power."The fact that the longer but cheaper ship produces more power is unbalanced" -Nope, it isn't.
The 'cheaper/more-powerful ship' must have been built using a design that better uses the inherent rules of the construction materials
The 'expensive/less powerful ship' could also have been built in that manner, but clearly hasn't...
Possibly we could think of certain automobiles for real world examples - the 'most expensive' car is not the most powerful/fastest.
should we just have block count or cbill value for balance? this is a game about building after all ...
Correct me if I'm wrong but, would it not be more accurate to state that the volume of those vessels determines the size of the engine they can carry? Surely you wouldn't design a 1m x 1m x 300m long ocean craft then expect to fit a cruise liner engine on board.So the ship mass is irrelevant here. Nothing else in the equation has any relationship with the ship masses.
What you're actually saying is that you don't like that the short ship can't potentially produce as much power as the long ship.
The fact that the short ship also happens to be heavier in your example is entirely arbitrary.
I don't see what you call a problem as a problem at all.
I design (ocean) ships for a living, and the maximum possible power you could theoretically put in a ship doesn't depend on the ship mass, it depends on the hull dimensions : the more space you have the bigger the engine you can fit.
The biggest problem I see with mass for power is that it could be exploited by using heavier blocks to gain an advantage. Although this just might balance itself out enough to not be a problem. A reduced efficiency curve could combat ultra massive ships but idk.So far there isn't a single suggestion that isn't riddled with issues. Any single solution that anybody has put forwards has always had something that makes it require "something else" to work fully. Different methods of implementing stabilizers or dimensional scaling seem to always need to turn to system blobbification or conduits, to prevent spaghetti builds and such. But that carries it's own issues, like forcing ships to be very chunky or in the case of conduits, requiring a ship to be an "unbroken" build.
What if we mixed up different suggestions? Take a little bit of stabilizers, take a little bit of block count, take a little bit of mass, take a little bit of silhouette, and make an average score out of that. Could some of the normal problems (spaghetti ships, dumbbell ships, borg cubes) be averted by mixing up the rules into one big compromise?
What about something that gives freedom behind the rules, like not actually limiting the power output of the reactor once you're past the "reasonable" limit, but rather penalizing other systems of the builder's choice?
I think those exploits are a direct result of mass being part of the equation. Which is a shame because mass is a good indicator of resource cost.If you base it on volume:mass people will make sponge shields. If it’s on mass to volume people will make armor bricks with weapons attached, and balancing thruster power vs effect and mass vs power would be impossible.
You are using length to compare the two ships in your example, which you have every right to do, but I would have to disagree that it's an accurate metric. If you believe it is, then everything is fine and spaghetti ships are the epitome of efficiency because they have a higher possible mass than a shorter ship.Another way to think about this is:
the 200m ship, relative to the 150m ship, has both a higher potential power output, and a higher potential mass.
So both ships have a range of possible power outputs, and a range of possible masses, and the top end of both is larger for the 200m ship.
The point in the ranges that each ship will sit at is determined by the designer, and if you pick some points that you feel make the ships look "wrong" compared to each other that's entirely the fault of the designer, not the system.
The system matches the highest possible power with the highest possible mass: in the longest ship.
And that's the way it should be from my point of view.
Yes, volume of course - but maximum volume is just a function of dimensions, so when I say (or see) "length" in this thread ("Dimensional...") I'm just thinking of it as a contraction of/substitute for size/volume.Correct me if I'm wrong but, would it not be more accurate to state that the volume of those vessels determines the size of the engine they can carry? Surely you wouldn't design a 1m x 1m x 300m long ocean craft then expect to fit a cruise liner engine on board.
If my assumption is correct, then volume would also work in starmade. Though, determining the volume of a ship would be made easier through calculating BC.
No, I definitely agree spaghetti is a problem that needs a solution.You are using length to compare the two ships in your example, which you have every right to do, but I would have to disagree that it's an accurate metric. If you believe it is, then everything is fine and spaghetti ships are the epitome of efficiency because they have a higher possible mass than a shorter ship.
I know that's not really the case with you because I've seen previous posts of yours that seem to state otherwise, so I'm a bit confused why you disagree with me on this.
Oh, I see. How would you limit reactor output relative to ship size then without using ship size to calculate it?Yes, volume of course - but maximum volume is just a function of dimensions, so when I say (or see) "length" in this thread ("Dimensional...") I'm just thinking of it as a contraction of/substitute for size/volume.
No, I definitely agree spaghetti is a problem that needs a solution.
As far as anyone seems to know spaghetti is the epitome of design performance, but that isn't fine, and it isn't (directly) because they have a higher possible mass than a shorter ship - a spaghetti ship could be either longer or shorter than a non-spaghetti ship.
I just don't think a ship should have more power than another just because it's heavier. It should have more power because it's been given a bigger/better reactor/stabiliser pair.