Raisinbat
Raging Troll
- Joined
- Dec 29, 2014
- Messages
- 459
- Reaction score
- 269
What's their thrust to mass and what weapons do they have?A company pays me to design real life ships efficiently every day, so I can have money to eat and live in a house.
That's not a binary choice, xyz reactors can be laid out in many different ways, unlike new reactors which have predetermined effective layouts. You also ballance your reactor layout against vulnerable parts of your ship; maybe the most efficient reactor has to go through weakspots, so you go for less efficient layout that's more secure. Sometimes, you bloat the ship to have longer reactor lines at the cost of space efficiency. Reactor lines also introduce problems for internal railcomponents, like turrets, you need to work around. Then there's your docking tree aaand ballancing power vs guns in self-powered turrets that i can think of.You mean as opposed to the current power system which lets you choose a large triple axis reactor to be efficient, or anything else to be less efficient.
I'm not in favor of current power, i'd welcome a change, but you can't seriously suggest the new system allows more designs; it's another aesthetic concession that eliminates design problems to give more aesthetic freedom.
It would be really nice if you would back up your claims with some kind of argument. Also choice spectrum is not what we're discussing, we're discussing problem spectrum (assuming i get what you said right). Everything you can build now you can build in new system, that's never been a contention, but the reason for designing a lot of the choices are being eliminated.This proposal will have the same choice spectrum for space, and a larger choice spectrum for power.
Heatboxes do not interfere with rails, they're not system blocks they can fit in just fine. It's also removing reactors from turret bases, since there's no benefit from putting them there anymore, so the large base goes away.No it doesn't go away: you'll still want to fit it outside heat boxes. If anything the problem will become more difficult to solve - it looks like heatboxes will be large, and a few large objects are harder to alter to fit something than many small objects.
They're just boxes, you fit them as close as you can, its like putting boxes on a truck, except there's no truck boundary so you're not even limited there.
The power system will be based on these boxes. The only product of the boxes is heat mitigation, so only 1 vector. They have different variables like cooling or generation, but it all boils down to 1 vector. It can't support capacity for the same reason current system can't, instakill ships, so capacity is not an option/irrelevant. The only variables we are able to play with are what blocks are in the boxes and what shape/size they are, and because new system eliminates the spatial considerations from this because they are surrounded by empty hull, shape has no impact on the rest of the ship, neither does which blocks we fit inside it, and they don't affect anything else outside of the closed system, making both free variables. The only variable that impacts power systems is how large your ship is.Asserting that there will only be one optimal design is ridiculous.
so heat mitigation is independent of every aspect of your ship except size, and affects nothing other than where your other systems are located, which also doesn't matter. This is why we get chandelier ships (best/only efficient outcome) and why we have much less to think about while designing.