Preface
Over the course of the last several days a few suggestions have cropped up surrounding stabilizers. These suggestions range from scrapping them outright, to trying to find ways to improving them, to thoughts about just completely replacing them.
Each camp has their fair share of points. To begin, I would first like to mention a few of the reasons that the stabilizer mechanic was invented and implemented to begin with. These come partly straight from Schema, can be partially inferred, and come partly from players:
To the developers. I hope I speak properly for the community when I say that you need to implement something better than the current stabilizer system and pay attention to what is going to be in the game in the future. I think Adaxia put it best in Lecic's "Remove Stabilizers" suggestion thread.
This is a problem that you, the developers, have slipped into time and time again, regardless of whatever horrible (or good) ideas the community has come up with. In addition, listen to the community.
Discussion and Suggestions so Far
Remove Stabilizers
The Stabilizer Fix
Additive Stabilizer Distance - The Simple Solution
Original Discussions:
I would like to encourage everyone here to consider what has already been proposed by various members of the community before you comment. I would ask everyone to consider the various perspectives and what might work and what might not work before comment.
Above that, I would like to ask that everyone pay close attention to what I have quoted directly from Criss. If you want the developers and Schema to listen and implement any of your ideas you need specifics. You need hard examples for what is currently wrong in the game, and why your suggestions might solve it. To repeat what Criss said, "Freedom to choose a design that isn't outmatched by a single-meta-approach to building". That is what the stabilizer system was intended, and has (probably) failed to do in its current state. However, saying that, again, try to focus on concrete and visible failings rather than theoretical ones.
And, above everything else, keep in mind that discussion should be civil and constructive. Other people, especially the developers, will not be willing to listen to your input if it is rude or just rehashes the same stuff. Ideas should, ideally, have solid reasons behind them and offer constructive feedback to shortcomings of other people's ideas. Do not be rude.
Over the course of the last several days a few suggestions have cropped up surrounding stabilizers. These suggestions range from scrapping them outright, to trying to find ways to improving them, to thoughts about just completely replacing them.
Each camp has their fair share of points. To begin, I would first like to mention a few of the reasons that the stabilizer mechanic was invented and implemented to begin with. These come partly straight from Schema, can be partially inferred, and come partly from players:
- To discourage system cramming and to provide an additional mechanic to work in conjunction with the reactors.
- To tie reactor size to ship size.
- To permit, or even encourage empty space with the intention to place PVP and aesthetics focused ships on a more even playing field.
- A) gives stabilizers more of a purpose than simply encouraging empty space,
- B) works in conjunction with reactors to create a more interesting reactor system while still achieving the goals of points 1 and/or 2 above,
- C) Addresses points 1 and/or 2 above without stabilizers through the use of some other system,
OR
- D) Provides a temporary system to address points 1 and/or 2 above until the developers some other mechanic is introduced that better provides for all three. (Oxygen, Food, NPCs, ect...)
To the developers. I hope I speak properly for the community when I say that you need to implement something better than the current stabilizer system and pay attention to what is going to be in the game in the future. I think Adaxia put it best in Lecic's "Remove Stabilizers" suggestion thread.
To build on this a little more, something I've noticed over the years is that balancing passes for features only ever consider what's already in the game, and not what will be.
(Full comment on page 2.)Think of the big picture, every system planned for the game, and balance everything together. Otherwise the same systems are going to be reworked over and over and over as new features are added, as we have seen time and time again so far.
This is a problem that you, the developers, have slipped into time and time again, regardless of whatever horrible (or good) ideas the community has come up with. In addition, listen to the community.
Discussion and Suggestions so Far
Remove Stabilizers
The Stabilizer Fix
Additive Stabilizer Distance - The Simple Solution
Original Discussions:
- Original developer plans surrounding reactors overheating systems. Would have encouraged/permitted empty space and also would have made more sense for what a reactor is.
- Ideas surrounding reactors being power grids or more like real-world nuclear or (albiet experimental) fusion reactors. Admittedly would have to be made to be fun in game.
-
Just as an added thought, it might be good if the protruding structures offered a slight advantage over lack of them. This would encourage more interesting shapes rather than big blocks.
- Various complaints about how empty space shouldn't be forced. (Mostly, though not exclusively, from Lecic.)
- And, finally, this post that Criss posted to Lecic's thread "Remove Stabilizers" (page 1) in response to Lecic:
I can't bring that sentence to Schema and expect things to change. I need specifics. I want the same things you guys want. Freedom to choose a design that isn't outmatched by a single-meta-approach to building.
I would like to encourage everyone here to consider what has already been proposed by various members of the community before you comment. I would ask everyone to consider the various perspectives and what might work and what might not work before comment.
Above that, I would like to ask that everyone pay close attention to what I have quoted directly from Criss. If you want the developers and Schema to listen and implement any of your ideas you need specifics. You need hard examples for what is currently wrong in the game, and why your suggestions might solve it. To repeat what Criss said, "Freedom to choose a design that isn't outmatched by a single-meta-approach to building". That is what the stabilizer system was intended, and has (probably) failed to do in its current state. However, saying that, again, try to focus on concrete and visible failings rather than theoretical ones.
And, above everything else, keep in mind that discussion should be civil and constructive. Other people, especially the developers, will not be willing to listen to your input if it is rude or just rehashes the same stuff. Ideas should, ideally, have solid reasons behind them and offer constructive feedback to shortcomings of other people's ideas. Do not be rude.
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