First off, this power overhaul is still in the conception stage. The candelabra ship concept is similarly just an idea. We don't know what the final form of either idea will be.
It's the best solution given the information we have. Its a pattern not a finished ship, and that's the pattern that produces the best results, because it's more mass efficient and therefor stronger.
A ship with a weapon big enough to one-shot obliterate a small ship needs to be completely incapable of tracking that vessel, or at the very least an extreme glass cannon. Turret tracking, first off, needs a tremendous nerf. Otherwise, there's going to be reactor one-shots left and right.
As opposed to a ship with the same mass invested in 500 small turrets with super fast tracking that will obliterate a small ship in one hit...
You need advantages to large weapons before you start adding disadvantages; we can just split them into many small.
Games like Space Engineers, which have more complex power systems are not nearly as fun for me to play on, because every part of the ship needs so much micro-management that I can't enjoy flying it.
You attach them to your ship, and they power it... What complexity are you talking about???
The reason I continue to support this change regardless of the arguments you laid out is that it does something that no change to the current system can do. It makes room around my reactor for a cool reactor room, and forces less aesthetically-minded players to leave it empty. Thus I get a cool reactor room with no drawback. After reading the dev post, I'm getting mental images of what ships might look like if the change goes through, and I'd rather play the game I see through my mind's eye than the one currently on my hard drive. I would enjoy making those ships a lot more than I enjoy making ships with the current power system or a modification thereof. I believe we will ultimately get a better and more unique game if we bite the bullet and go through with the change. Refitting your ships and stations in the new system should be more fun and less tedious than refitting them in the current system.
In all seriousness though, moving the game from "cram all of the blocks!" to building multi block structures separated by empty or decorated space would make the building aspect of the game many times more enjoyable to me, and not just for aesthetic reasons. I would prefer to design systems with that dynamic rather than the current "more blocks = better" solution.
The current power system of Starmade, and in fact the entire systems model has always struck me as odd. You guys are all used to it so it seems normal, but why the heck is the entire volume of our ships, aside from whatever we set aside for interior work, filled to the brim with blocks and blocks of systems? I really like the idea of having (relatively) small systems installed in the ship, with the rest of the space devoted to interiors. Imagine having actual decks, even on smaller ships, without having their performance being extremely limited. I'm not sure if Schine can pull it off, but if they can, being able to have both ideal pvp and rp ships all in one would be amazing.
The first part is that it is all about squeezing the most out of your ship, in PvP. If you have spaces, the guy you're fighting who doesn't have spaces has the advantage. Classic minmaxing. And that's absolutely fine. We can't make major changes and ignore something many people enjoy, and face it, it's a multiplayer sandboxy game, there's going to be player vs player combat.
I understand why people build their ships that way (I'm no different.) My question was why is the game designed in such a way that building this way is necessary.
I don't think there's any reason why people should be opposed to a total power system overhaul, aside from how much a pain in the ass refitting all your ships will be if you have multiple large designs. Other than that the only reason is our natural predisposition to disliking change. But hey, it's no secret the game is in Alpha, that's what happens when you play an early access game.
And I definitely don't think that a system redesign along these lines should be in any way bad for PvP. Yes, peoples ships will be less dense, but the whole point is that they can be just as potent while needing fewer blocks. And it's not like the people you'll be facing in battle will be playing with the old system- they'll be playing with the exact same new systems, with all the same handicaps and/or buffs it brings.
It's designed that way to give people choice. You can have fun building your combat monster doom cube, or you can have fun building space ship art, or you can have fun building a ship with a decent interior that can be the pants off of art, but loses to the deathcube.
This doesn't reduce choice at all. This just means that the space art has a chance against the doom cube. I don't believe that just because someone is interested in only their performance and not the aesthetics of their ship they have an inherent right to be better at battle than someone who cares as much or even more about aesthetics. On the other hand, of course I don't believe that doom cubes should be crippled to spare the space art. I just think that everyone should be able to have an effective ship, and you're free to choose if you want it to be pretty or not as well.
DukeofRealms this is why pvp players get mad on the forums.
All of this is based on the notion that PVP ships cannot have interiors, which is nonsense:
VanuBAS-Chronos-12K
NFD Cherokee, CA-122B Heavy Cruiser
DSY Inc. Type-D Scimitar
And i'm sure there are plenty more out there. Why are the mods totally fine with this misinformation being propagated, but crack down on worthwhile discussion just because it's a little harsh? If you're eliminating the people who make good posts instead of the people who spread nonsense and clog up discussion with realism and sci fi arguments while having no experience with the actual game part, is that really beneficial for the forums?
Basically this is RP players complaining that
they aren't able to build effective ships, not that it's impossible. There's so much vitriol between PVP and RP communities because the RP community wants to destroy the PVP game. That's the bottom line of it, even if they don't think that's what they're doing, they want system design gone from the game, because they don't want any restrictions at all on their RP ships, even if it means removing system design completely from the game.
If this heat mechanic gets implemented for all the systems like you sugested then it is
dictating mass distribution for ships eliminating the single most important component to competitive ship design.
Look at it this way.
If i start up sim city, but instead of building a city i put on a gruff sergeant voice, select the bulldoze tool and start "shooting" the trees while pretending they're enemy soldiers, i'm not really playing the game, i'm just being a tard. There's nothing wrong with being a tard (so long as noone catches you doing it) but should the developers of sim city be catering to that? Should trees start shooting back, or cities be limited in how many buildings you're allowed to have in a certain space to facilitate the room for enemy trees?
The idea that the game should be balanced around the whims of aesthetic RP builders and not around the PvP that those balance changes will actually effect is idiotic.
The problem with the starmade community is that people who want a space game where you build and fly around in a ship, shoot people, mine or conquer the universe don't really have any point to stay since the game isn't ready for that; only the cosmetic tools are in the game, so the people staying are focused on cosmetics instead of gameplay. This has inflated the community with aesthetics and rp people with no regards for starmade being a game, who would rather see it turned into a glorified 3D modelling tool. Listening to the majority of players, when the community is this skewed away from being a game, is a huge mistake:
To me StarMade has always been about one thing, creative choice
Games are defined by limitation; interacting with and overcoming it. Being able to go wherever you want and do whatever you want with no limitation makes for a terrible game.
It also means your game lacks purpose; You can't beat that guy because you aren't strong enough, you can't get up there until you have the double jump, you can't buy the sword until you have the money etc etc if you're free to access these things immediately.
I want
purpose to my ships; i want how they're built to make them good at something and bad at something else. I want my ships limited in how far they can go, what resources they can mine, and how much they can carry because those are challenges to be overcome, not a limitation on your space Winnebago, and it's what creates purpose in the game. RP players design their ships to look a certain way with total disregard for mechanics, then expects the game to accomodate their design, while functional players build their ships with mechanics in mind; these two philosophies are NOT compatible; it either matters or it doesn't. There's no middle ground available, no diplomatic solution. If you cater to the RP community starmade will cease to be a game, please don't.
I'll get to shapes later for now i'd like to state that additionally to what i stated in the paragraph before the weapon system in it's actual state is one of the few things that actually performs.
This is a really important point. Weapon system building is really good, it just needs some ballance changes.
if something made players engage to such a degree as making spreadsheets about a mechanic you as a developer should be proud of having achieved creating an aspect of the game so intensely desireable to master that you should be proud of yourself. Taking away freedoms never a good thing and you will maybe never even leran it but be told that is a dark page in starmades history.
If they want to move away from the block system, then RP ships and PvP ships will essentially become the same. And that's fine too.
Fine in the sense that RP players get what they want as usual and PVP dies. Good job.
Agreed, but that doesn't mean a ship designed for one must not work in the other.
This is true when it goes PVP -> RP, but RP -> PVP cannot work, because it refuses to adapt to the game's mechanics.
Why should it? I don't see any reason for this. Science fiction films show very nice looking ships with full, complete, even comfortable interiors being effective in battle, shouldn't the developers of our science fiction ship building game strive to produce the same experience?
Going back to the rp nonsense: They're movies. They're not interactive, and they don't have ships that exploit their non-existant mechanics because they can just choose not to build them, just like you're free not to build them.
In typical RP fashion the ship is chosen based on aesthetics alone, and the game must be forced to accomodate it, all else be damned.