Ok, everybody knows that new power system is exploitable through building dumbbell- and spaghetti-shaped ships. That happens because you just need to place stabilizer at some distance from reactor and voila - it works, what causes one dimentional shape to be exploited. What about to make stabilizers efficiency be dependent on their distance from other stabilizer blocks? i.e.:
S
S R☐☐☐☐ S
S
~equals
SR☐☐☐☐SS
S
~equals
S☐☐R☐☐S
S S
~equals
SS☐☐R☐☐SS
~equals
S
☐
S ☐ R ☐ S
☐
S
Where R - reactor blocks, S - stabilizer blocks, ☐ - non-power/empty blocks
IDEA:
The idea, as I mentioned above, is to make big reactor require sertain amount of stability to be operational BUT amount of stability gain from each stabilizer block should be dependent on distance from current stabilizer to all others. Formula example for stabilizer block #1:
#1StabilizerEfficiencyCoefficient =
(AbsoluteDistanceFrom#1To#2byX+AbsoluteDistanceFrom#1To#2byY+AbsoluteDistanceFrom#1To#2byZ)
+
(AbsoluteDistanceFrom#1To#3byX+AbsoluteDistanceFrom#1To#3byY+AbsoluteDistanceFrom#1To#3byZ)
+
(AbsoluteDistanceFrom#1To#4byX+AbsoluteDistanceFrom#1To#4byY+AbsoluteDistanceFrom#1To#4byZ) +
...
I bevieve, this, because of + instead of * everywhere will equalize 1-dimentional ships with 2-dimentional and 3-dimentional ones from power point of view.
Of course, 1-dimentional ones will still gain advantage in combat because they have less blocks to be aimed to while met "face to face". There is solution for this problem also - make ship spin momentum gain depend on size of the ship:
spaghetti ship that is long by X should be very slow to spin around Y and Z.
Maybe it's too late to make such a proposals, but better late then dumbbell, right?
S
S R☐☐☐☐ S
S
~equals
SR☐☐☐☐SS
S
~equals
S☐☐R☐☐S
S S
~equals
SS☐☐R☐☐SS
~equals
S
☐
S ☐ R ☐ S
☐
S
Where R - reactor blocks, S - stabilizer blocks, ☐ - non-power/empty blocks
IDEA:
The idea, as I mentioned above, is to make big reactor require sertain amount of stability to be operational BUT amount of stability gain from each stabilizer block should be dependent on distance from current stabilizer to all others. Formula example for stabilizer block #1:
#1StabilizerEfficiencyCoefficient =
(AbsoluteDistanceFrom#1To#2byX+AbsoluteDistanceFrom#1To#2byY+AbsoluteDistanceFrom#1To#2byZ)
+
(AbsoluteDistanceFrom#1To#3byX+AbsoluteDistanceFrom#1To#3byY+AbsoluteDistanceFrom#1To#3byZ)
+
(AbsoluteDistanceFrom#1To#4byX+AbsoluteDistanceFrom#1To#4byY+AbsoluteDistanceFrom#1To#4byZ) +
...
I bevieve, this, because of + instead of * everywhere will equalize 1-dimentional ships with 2-dimentional and 3-dimentional ones from power point of view.
Of course, 1-dimentional ones will still gain advantage in combat because they have less blocks to be aimed to while met "face to face". There is solution for this problem also - make ship spin momentum gain depend on size of the ship:
spaghetti ship that is long by X should be very slow to spin around Y and Z.
Maybe it's too late to make such a proposals, but better late then dumbbell, right?
Last edited: