The current meta has always been to fill most of your ship with systems, as empty space would be a waste if it could hold more systems (or armor).
We moved away from that with this power system, as it's impossible to get a good oversight what is in your ship and where all of the groups are if it's filled to the brim. Adjusting the end result of your systems is also a frustrating experience as you need to find a specific system (which could be placed in multiple locations, in different amounts) and either removing them, or replacing them with other systems till you find the proper balance.
The stabilizers allow us to up the regeneration per block for reactors without allowing people to fill their ship with as much power and power consuming systems it can fit.
Now you're limited by the dimensions of your ship and this would define the "maximum" regeneration of a given ship. Allowing us to define that, if a ship has all of its systems inside, you can only use 20% or so of its volume dedicated to systems before running into power problems.
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The issue here is that you are allowed to put stabilizers far, far away, giving you much more regeneration than intended for. Secondary issue is that this stabilizer system encourages people to put them as far as possible, which will push people to build them outside of their ship.
So far, I haven't seen a suggestion that would limit the amount of systems put down on a ship to a X% of its volume (before running into power problems). We have been working on finding solutions to discourage this build style of splitting up your ship's 2 major power components and have yet to reach a full conclusion.
As for OP's suggestion, inverting the stabilizer distance curve, meaning you need to put them as close together to reactor group, would bring us back to the old system where you're encouraged to fully fill your ship with power + stabilizers and its power consuming systems.
Thank you for engaging the community in polite conversation. Sorry for the players that are getting a bit emotional about this. Just keep in mind that them caring about the outcome is a good thing.
So, firstly, I should say that I am in the camp of people who do not like the distance requirement because it introduces artificial barriers that will limit ship builds by forcing 2 part structures for efficient ships.
So my plan for LvD is to remove the distance requirement entirely, increase the amount of free stabilizer blocks, and then increase the cost of stabilizers. The effect will be that players can put their power reactors and stabilizers in whatever shape they would like, while introducing diminishing returns on investment cost.
Does it force players to have vast, empty portions in their ship, thus providing build area for RP builds? No, not at all and who cares. Even RP builders are not happy with the forced stabilizer distance because it forces them to build their ship with certain dimensions and forces them to have large single-reactor groups to sufficiently power their ships.
So, for what I propose, I could really use is a way to set a log equation to the power curve, allowing for additional diminishing returns past certain reactor sizes. Not as harsh as a soft-cap, but not linear either. My entire goal here is to have diminishing returns on power reactor size so that there are natural reasons not to build as large as one can.
But, all this being said, I really think that decentralizing power is the way to go. Having multiple power reactors which power individual sets of weapons, thrusters, ect. These reactors also must be connected to the system they power with wires. Break the connection and power cuts out to those systems. As for the UI, you have a menu showing all your power reactor systems and you can set one as your "main reactor", showing the power on the UI where power displays now. By default, the first reactor built is set to the main reactor. You could also open up a power UI where you basically have several bars going up and down as power is used for all reactors.
This would also open up the possibility of multiple reactor types that have different pros and cons. For example, some might be more efficient in smaller groups, while others are most efficient in large groups but have a chance to explode when hit. The default reactor type might be called a " basic reactor."
But in any case, I think if the devs focused less on controlling how people build and more on creating a game engine that allows variability in power setups across different servers, this would essentially create the testbed that Schine needs to find what players commonly enjoy the most.
Well, I think I've written enough for now. Let me know your thoughts here.
[doublepost=1507950271,1507949198][/doublepost]Oh, I feel I should mention here that the chamber system is great in some ways. Essentially chambers are the same thing as computers, except they are linked to the power core rather than the ship core. These chambers are then configurable, and not only that, they will be moddable because they use structured upgrade paths.
But I do have some suggestions here as well. I don't like the way the paths terminate. Where it's one path only. I'd like to see instead where each chamber had it's own set of tech points based on the size of the chamber, in relation to the size of the ship. For example, a chamber may require 40 blocks on a 1k block ship to have 1 upgrade or 200 to have a max of 5 upgrades. These values would be different depending on the type of chamber.
You could have more than 1 chamber. For example, someone may have more than one scanner type and then unlocks all scanning ability. But their ship would essentially be unable to power weapons or other systems because it would have to be 80% made out of scanner chambers to accomplish this. Also each chamber would have it's own scanner that has the properties of the upgrades. I would then suggest allowing players to rename their scanners so they can tell which is which.
For defensive, offensive, and other chambers, it would work the same. There would be a minimum size needed + additional chamber blocks for each additional upgrade. Each chamber may also have some branches of upgrades that must be decided. For example, there could be 3 defensive paths with branches. Players could upgrade the base branches and then 3 down one branch. Or they might fully upgrade 1 branch. Or perhaps they devote a large portion of their systems to defense and have multiple chambers where everything has been unlocked for the defensive chambers. But they will have had to build each chamber to that minimum size for their ship and it would be massive.
In addition, I think chambers should stop working if they suffer a certain amount of damage. They may also only work intermittently when taking moderate damage.
Well, I gotta get to work. Thoughts are welcome.