I can see both sides of the argument (I think), and this represents the crux of the issue. People are getting angry and frustrated by the lack of ability of the other side to understand their point.
(note: The idea that PVP ships can be effective and have RP components will be referred to RPVP)
RPVP now? There was a troll thread a while back,
RP vs PVP = False , that despite just shitting on the people who disagree with heatboxes did make one noteworthy point: It's not PVP vs RP, it's GAMEPLAY vs AESTHETICS. Every argument centered around heatboxes ultimately boils down to making ships look a certain way; replicating SCI FI ships, making interiors, having microturrets, once again like sci fi shows.
The only gameplay relevance that goes into the arguments are interactive internal systems; fiddling around with machines to tweak ship behavior like ftl or guns of icarus, at least as far as i understand.
The problem is, that has nothing to do with heatboxes; It was never part of the power suggestion and really doesn't require heatboxes, they just force interior space around system hubs.
It's also a completely different direction in terms of gameplay, at least from what i've heard schines intentions are. I see starmade mostly as a X3 / freelancer space sandbox; that is it's mostly about ships and growing your faction, and as far as i am concerned interior isn't necessary to the game at all. What it sounds like a lot of people want is more akin to the sims; running around inside the ship and interacting with machines and furniture...
The "PVP" side are really just the "gameplay" side; PVP is just the only gameplay that's currently in the game, but there's no distinction between a PVP and a PVE ship in terms of what works, they stand opposite the "RP" ships which aren't built to serve any purpose ingame so they're only able to function in RP. RPVP is just a pointless division of the gameplay side; the vast majority of PVP sihps i've seen have large and elaborate interiors, i do it myself despite never engaging in RP because i want my ships to look good.
The distinction between RP and PVP ships is inaccurate as well, i find there are three categories of ships:
- Exploitative combat ships: Modular ships with extremely high mass efficency; typically much more agile and harder hitting than regular combat ships. Built to push the boundaries of pvp. Tend to be smaller due to how much work they are to asseble. Example ship: Chronos FTL 180K
- Regular combat ships: Typical server ships with the ship built as a single entity, commonly found on servers. One of these will almost always lose to the exploit ships, but not without putting up a fight and two of them will challenge the exploit ship. Example: TTS Rockhopper, FFG-119B (might be wrong version)
- RP ships: Completely useless; 50 of these will commonly lose to regular ships and completely helpless against exploit ships; ive seen a tiny 4000 mass ships take down 70.000 mass RP ships with no problems, despite both ships being manned. Worst i've seen was 12.000 mass exploit ship taking down 350.000 mass RP ship. Example: most ships under roleplaying category.
RP ships aren't built to RP, they aren't built with any function in mind at all; that's why they're terrible. The big difference between our ships isn't what we want to accomplish, but HOW our ships are built. The RP ships ive seen built on streams are built entirely with aesthetics in mind and with little if any experience with real combat leading to really terrible choices for whats put on them: they try to do too many different things, maybe because they want a lot of systems to interact with, which leads to lots of dead mass. This inexperience also colours their posts on the forums, complaining about hypothetical problems like bigger ships being overpowered (they aren't, its the opposite), interiors being impossible (they barely impact performance, even exploit ships can fit big interiors) while failing to address the real problems for aesthetic ships.
The rules that actually make RP ships worse are the mass% based support systems, armor blocks being excessively heavy and the lack of cosmetic blocks that resemble armor plates forcing you to use armor for basic constructions. If the RP side actually cared about making their ships more competitive that's what they would complain about, but as always what they have a problem with is aesthetics, not mechanics.
Also getting tired of third parties pulling the "Both sides are wrong!" crap. Can you point out someone against heatboxes not understadning or not listening to someone for heatboxes? WE post arguments and counter arguments, WE explain our points, hell we're even trying to help them make their arguments, but what do they do?
More like a few who are just about too fed up with flamers to care what they are saying or respect their (on fire) opinions anymore.
Whenever someone doesnt agree with them they start screaming and crying about cyberbullying, trolling flaming etc, rather than addressing the arguments that are brought up. Theres no discussion on these forums, because team AESTHETICS refuse to discus anything and just try to shut down anyone they disagree with. They dismis our arguments, claiming to speak for the majority while we're all lone wolves, claiming we're just selfishly demanding mechanics should keep favoring us even when we're trying to help them. Just look at valiant's posts in this thread...
My take on the Anti-Heat-Box perspective:
Limited Creativity
The heat-box idea severely limits strategic placement of system blocks. It also forces builders into one ship building mindset of having centralized systems. It also potentially limits options with regards to taking advantage of un-forseen opportunities (tech)The Filler Block
Instead of having all kinds of options of what to fill the space of your ship with, now you have only two: empty space or the consolatory and practically useless filler block.A more natural limit of ship size and game lag
While reducing game lag is a commendable goal, reducing ship size is just a means to reducing lag. Any "limit" should be avoided where possible. There has to be any number of less creativity limiting ways of reducing game lag.Simplified build management:
Another commendable goal. A better advanced build option or GUI solution for this is preferable to the resultant limited creativity of heat-boxesAccessible systems:
eh... not so important. Now if there were a bonus for crew access, that's a different matter all together. But if this is the goal, then lets address that goal directly and not as side effect of a solution for a different problem.
Again, it's not about things not being possible, it's about eliminating the usefulnes of mechanical solutions. We build to beat mechanical limitations, if you remove mechanical limitations what are we going to do?
Generally dont think you understand our position that well... While your points are correct at least for me they're all very marginal. My big concerns for heat boxes are:
- Exploits galore! Trying to tie ship performance to irrelevant variables are the reason modular ships are so much stronger (Agility tied to ship dimensions, support system depenant on entity mass, power generation handicapped for larger entities) and this will make it much worse
- Spatial limitations are important for mechanical ship design; handing you free space everywhere eliminates design complexity for larger turret and rail systems, and i say this as someone who adds interior to their ships. Consider inline turrets like this:
except a bit smaller. Turrets like these greatly limit how you're able to run your power lines, especially on smaller ships, but can give you omnidirectional firepower. Designing them well is a huge challenge, but if they're 50% empty space, whats the downside?
- Further handicapping of larger ships; big ships are utterly impractical in combat due to their pisspoor mobility; a small quick ship can easily strafe larger ships and gut them while hiding in blindspots, or just staying at long range since theyre smaller and faster big ships cant hit at long range, but the smaller ship can hit the big ship easily, limiting the stats of big ships further and you effectively ban them because they're just a waste of resources.
Meanwhile every gameplay concern with the current power system was ignored by the new power system proposal:
- Slow firing weapons cost much more mass due to their need for power capacitors
- Small ships have major advantage in power generation; same mass in small ships completely dominate same mass in big ships; what happens when small ships use EMP effect?
- Excessive power generation because power has to limit both DPS and thrust.
Gameplay concerns get shut down on the forums while the same suggestions get spammed over and over by team aesthetics, heatboxes are a product of this.