"how to balance the power in a few simple steps: have reactor efficiency scale negatively ship mass and have stabilisers ONLY be needed to counter this (also having reactors explosive would be nice with stabilisers making them not explosive) have a min and a max distance for stabilisers to prevent players from placing them too far or too close to reactors and to prevent spaghetti ships" - The-Pipe-God-Emperor 2017
Starting off by quoting myself to use as a TL;DR incase I actually do end up waffling on for a bit.
So a large problem with the new power 2.0 is the stabilisers and the thread entitled "literally just invert the stabiliser distance" covers what is wrong with them. And I was inspired somewhat when that thread was created and I started thinking about power after 2 hours sleep in 3 days. Here is what I think:
Stabilisers should only be needed to stabilise a reactor, this means that they should only be used to prevent a reactor from exploding and improve its efficiency. To balance stabilisers being used like this I propose a maximum and a minimum distance for stabilisers from a reactor, basically a stabiliser cant be too close nor too far from a reactor.
Reactor efficiency (power produced per block) should start very VERY high, something around a large number per singular block in very small ships, and this efficiency will see a decrease as the reactor size or ship mass increases (personally I'm going towards ship mass). The stabilisers as stated above will counter this negative scaling of efficiency so with enough stabilisers you could have a very small reactor in a very large ship, however lose a stabiliser and you will need to get a lot of power from somewhere.
I like the idea of changing between reactors for doing different things, and this idea for stabilisers and reactors supports the idea of having backup reactors and having somewhat interesting ship designs that are not spaghetti ships, because hopefully this idea doesn't force the meta for ship building unlike power 2.0 is doing currently.
If any form of meta in this idea, it would be having at least 2 reactors armoured in the depths of a ship if the ship is large, and having lots of small fighters. Simply put, the meta would be somewhat realistic ship-to-ship/fleet combat. Somewhat.
While I am on the subject of new reactors, who the bloody hell thought it was a good idea to have shield reactors that produce a bubble for what blocks are protected? This ENCOURAGES dumbbell ships with how the systems 2.0 are currently.
However I see what was trying to be done, making shields more interesting than placing down two shield blocks and then the entire 2.3km ship is shielded, so I guess that is a plus and an actually interesting idea on Schines behalf.
Praise pipe!
Starting off by quoting myself to use as a TL;DR incase I actually do end up waffling on for a bit.
So a large problem with the new power 2.0 is the stabilisers and the thread entitled "literally just invert the stabiliser distance" covers what is wrong with them. And I was inspired somewhat when that thread was created and I started thinking about power after 2 hours sleep in 3 days. Here is what I think:
Stabilisers should only be needed to stabilise a reactor, this means that they should only be used to prevent a reactor from exploding and improve its efficiency. To balance stabilisers being used like this I propose a maximum and a minimum distance for stabilisers from a reactor, basically a stabiliser cant be too close nor too far from a reactor.
Reactor efficiency (power produced per block) should start very VERY high, something around a large number per singular block in very small ships, and this efficiency will see a decrease as the reactor size or ship mass increases (personally I'm going towards ship mass). The stabilisers as stated above will counter this negative scaling of efficiency so with enough stabilisers you could have a very small reactor in a very large ship, however lose a stabiliser and you will need to get a lot of power from somewhere.
I like the idea of changing between reactors for doing different things, and this idea for stabilisers and reactors supports the idea of having backup reactors and having somewhat interesting ship designs that are not spaghetti ships, because hopefully this idea doesn't force the meta for ship building unlike power 2.0 is doing currently.
If any form of meta in this idea, it would be having at least 2 reactors armoured in the depths of a ship if the ship is large, and having lots of small fighters. Simply put, the meta would be somewhat realistic ship-to-ship/fleet combat. Somewhat.
While I am on the subject of new reactors, who the bloody hell thought it was a good idea to have shield reactors that produce a bubble for what blocks are protected? This ENCOURAGES dumbbell ships with how the systems 2.0 are currently.
However I see what was trying to be done, making shields more interesting than placing down two shield blocks and then the entire 2.3km ship is shielded, so I guess that is a plus and an actually interesting idea on Schines behalf.
Praise pipe!