Big ships as well as big fleets cause performance problems. Mass-based maintenance FP costs were suggested to solve this. While this would limit the total mass of a faction's entities, big factions would still concentrate a lot of mass in one spot and unfactioned ships weren't affected either. Also, players shouldn't be punished for building stuff. I think the best solution is to give people an incentive to spread their fleets. Inverted FP and multiple invincible stations in combination with limited power generation per sector could do the trick.
Let's say the limit is 10 million energy per second in each sector. Then a fleet with a total power generation of 20 million e/s couldn't fully use its reactor power while being concentrated in one sector. Each ship would suffer a 50% penalty on its power generation, so splitting up the fleet and sending the parts into two different sectors would double its total power generation.
However, this would encourage operating around sector borders. A fleet concentrated around a sector corner could be spread across 8 sectors without splitting up. Also, ships in neighbouring sectors could still participate in a battle and would therefore still cause performance problems. To solve this, the ability to drain energy from neighbouring sectors could be added. Then a fleet positioned perfectly around a sector corner could increase the available power by only 137% instead of 700%. Of course the maximum power per sector should be adapted accordingly. The exact calculation would be like this:
RP-wise we could say that reactors convert vacuum energy into a usable form. Used up vacuum energy is refilled by influx from other sectors, but that takes time. This then results in a limit of usable energy per second in a sector.
Let's say the limit is 10 million energy per second in each sector. Then a fleet with a total power generation of 20 million e/s couldn't fully use its reactor power while being concentrated in one sector. Each ship would suffer a 50% penalty on its power generation, so splitting up the fleet and sending the parts into two different sectors would double its total power generation.
However, this would encourage operating around sector borders. A fleet concentrated around a sector corner could be spread across 8 sectors without splitting up. Also, ships in neighbouring sectors could still participate in a battle and would therefore still cause performance problems. To solve this, the ability to drain energy from neighbouring sectors could be added. Then a fleet positioned perfectly around a sector corner could increase the available power by only 137% instead of 700%. Of course the maximum power per sector should be adapted accordingly. The exact calculation would be like this:
- Determine which sectors are occupied by ships or stations.
- For each occupied sector, sum up the total power generation of all entities and store that value. If it exceeds the allowed maximum per sector, set 'deficit' flag and increase the 'drain' counter of the 26 surrounding sectors (3x3x3 sector area) by one (default is 0).
- For each sector with a deficit, add the unused power generation of the 26 surrounding sectors, divided by 'drain'. If there's sufficient power generation now, remove the 'deficit' flag.
- For each sector still with a deficit, apply a power penalty of powergen_available/powergen_used to all entities in that sector.
- A ship crosses a sector border, passes a warp gate or uses a jump drive
- An aux reactor is switched on or off
- An entities power generation changes due to damage or construction
RP-wise we could say that reactors convert vacuum energy into a usable form. Used up vacuum energy is refilled by influx from other sectors, but that takes time. This then results in a limit of usable energy per second in a sector.