nerfing, a cautionary tale

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    We have 10 effects.

    If every effect has to be 10% of ship mass for full efficiency you can't build a ship with 2 effects maxed out and also have weapons in a ship with docks and some interior - this creates another reason to build doom-cubes :p
    But that's stuff for another thread.
    /agree * 2
     

    TheOmega

    The reason Deb needs meds
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    It should be 10% of whatever MINUS ALL EFFECT BLOCKS. That way you can have all effects maxed on a ship.
     

    Lecic

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    It should be 10% of whatever MINUS ALL EFFECT BLOCKS. That way you can have all effects maxed on a ship.
    Definitely no. Effects aren't meant to be something every ship has all of.

    I'd say that instead of 2.5%, 5%, and 10% for various effects right now, 0.5%, 2.5%, and 5% would be better.
     

    MossyStone48

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    Moving from suggestions to general. As this is mostly a gripe about changes rather than an actual studied suggestion.

    The game is still in alpha state. And even into beta there will be balancing issues. And nearly any vanilla restacking of stats can be reversed or enhanced for your personal use in the config files. Sometimes you'll have to go as far back as the block's XML files but it can be adjusted to however you like. If you're a big fan of "how it was" make a server based on that block config. You might not be the only one. Gather those of a like mind and when a new vanilla config rolls out just roll it back to your way. Your server may eventually be the only one anyone ever plays on because they like your config more than the vanilla. Or if only a few folks who are truly hardcore stick around then you have a server with it's own culture. We want that. Every server should cater to the specific needs of its target audience.

    TL : DR; Go nuts with the cfgs and xmls. They exist to be changed by you.
     
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    NeonSturm

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    Definitely no. Effects aren't meant to be something every ship has all of.

    I'd say that instead of 2.5%, 5%, and 10% for various effects right now, 0.5%, 2.5%, and 5% would be better.
    I'd say effect strength is 100% if a system has x% of the reserved-for-modules% on a ship.
    Most effects are 100% if they are 50% of that %.
    Some coop better with more other effects.

    We have 10 effects with an average of 7.5% required? (guessed) -> all maxed out would be 75% with huge power demands (doom, do I have to say cube or sphere?).
    If 16% of a ship is reserved for systems, 4% for modules (on a RP server) A current 7.5% module would be maxed out if it has 50% of 4% which is 2% of a ship, while a current 10% module would be maxed out at about 2.33% of a ship.