First and foremost I would like to let it be known that my only experiences with StarMade have been local servers and solo survival play since about 2013 through till now, so my experience with the wider community with regards to PvP and RP environs is limited at best. Secondly, whilst aesthetics certainly do play a major role in my ships, I am aware that I’m making a trade-off for the visual/RP appeal of such in my actual effectiveness as a combat ship. Thirdly, it has been some time since I checked what ship designations equated what block ranges, but for reference my personal ships tend to fall within about the 50h*75w*200l sizing for the most part, so most of my observations about mechanics fall to about that size, or parasite craft for that sizing. Lastly, I do apologize for any repeated sentiments – one of the “perks” of country living is only being able to check into forums every few days, and not being able to read any posts in-between times in town proper.
I am in support of the proposed changes to power generation towards the central reactor designs and disagree with the idea of the heat boxes in the OP as a disincentive to build systems close to the reactors.
The appeal of not having to juggle what at times feel like unusually large numbers with the power regen/cap is very appealing, as well as no longer having to place long, convoluted strings of power blocks around my vessels to achieve maximal power generation. As has been brought up a few times in this discussion, the reactors proposed echo the IC2 style nuclear reactors in their balance between efficiency and sustainability and offer more possible variations than the current system with their design considerations – do you make a single large reactor or several smaller reactors, a reactor that will redline in combat but allow alpha-weapons or one that can win a fight by endurance, etc. It’s on par with the current thinking for complexity to my way of thinking, which is working out the most efficient way of lining your ship with XYZ powerplants whilst still maintaining redundancies against lucky shots breaking a line in them and causing efficiency loss (which isn’t really too different to having a single “weakness” in the form of a core reactor in larger ships). This is replaced with the considerations of heat dispersal and redundancies and non-predictable positioning of the reactors.
There was also mention of penalties for not having chambers in one group, and it was very quickly misinterpreted to be that having multiple reactors would have a penalty attached to it. From what I’m gathering from the OP, this isn’t a direct “Have two coolant chambers and have a penalty levied against you” deal, but more of a “The coolant chambers don’t scale in that way, so having two size-10 coolant chambers is not equal to a single size-20” deal.
I definitely would like to see some more statistical sheets before the tech build, and hopefully inclusions of ideas from the discussion (Both Matt_Bradock on page 24 and Edymnion on page 26 had rather interesting ideas that I’d happily support if it came down to popular vote)
However, the heat boundary system doesn’t feel like a welcome addition to me. Since no numbers regarding their size nor penalties were given by any develops at any point, and seem to have been inferred several times by members of this discussion, I am just going to operate under the assumption (and of course the possibility of being made an ass of later on) that it will work similar to the old docking systems, and steadily grow in its bounding sides as more linked blocks are added. Being required to leave increasingly large open spaces around my reactors doesn’t sit well with me, as it means that my aesthetic and mechanical design is dictated by something outside of my control to prevent without sacrificing efficiency willingly to an as-yet unknown amount. I do find this vaguely disgruntling overall, since it’s taking away from my creative control as method of controlling pure efficiency designs (Which are an unavoidable element of any game as long as players as involved, q.v. Legal MinMax monks in Pathfinder or D&D) and I resent this in a manner similar to view expressed PvP players previously in this discussion. However, if it were shown to be reasonable within its approach to heat boundaries, I think I’d be willing to give it a go – much like the weapons system overhaul a while back now. Starwars1981 presents an interesting idea for this on page 28, which makes heat boundaries more of a design consideration rather than a limitation – do you plan around your ship overheating and set it up to minimize the damage or do you try to ensure it won’t happen and suffer the consequences if it does?
Overall, I’d be really happy with this change to the power generation, and would be very enthused to have testing builds for this in the future. The vulnerability of having one or more centralized reactors being taken out by a lucky shot isn’t really all that different to a lucky shot taking out part of a sprawling XYZ power generator currently, less blocks required to achieve the same end goal isn’t a bad thing, especially for newer players, and the possibility for server owners to be able to create their own custom chamber blocks for various needs is exciting as all get out. Am I as enthusiastic about having to redesign my ships around this? Of course not, any more than I was about having to do it for the updated weapons, docking and cargo systems – but at this point there is not a chance I’d ever go back from those updates. I think I’d happily get over this upheaval like I did those ones at the end of the day and integrating the new system in seamlessly within a few months at most. As has been pointed out a variety of times in the discussion, this is still an alpha game, and this won’t be the last “game-breaking and game-killing” change to happen – it seems to have survived the mineral, weapon, cargo, planetoid and docking changes without dying off, and whilst the hard work of ship designers has been lost to all of these, there are still plenty of shipwrights that didn’t give up at them.