Valiant70
That crazy cyborg
That's a start. As I've explained in other threads, there needs to be a vulnerable connection to conduits in exchange for the distance-related boost to your power. I suggested using conduits, but according to Lancake there were computational issues with using blocks for that.I will explain it as best I can without knowing the exact specifics of the system. In short, players were concerned about islands of systems/power becoming too powerful. This beam connects reactors to stabilizers and can be redirected more manually with the nodes. This way a new player does not need to worry about it, but an experienced player can redirect it for aesthetic or tactical reasons.
If the beam gets hit, your power is disabled. Not sure the exact punishment, but power takes a hit of some sort. Regen stops momentarily or something. I could be wrong, I just can't remember what the exact effect was. Hopefully now though, players won't be able to get away with building un-connected islands of systems without the need to fill that space with actual structure.
Of course, if you see any issues with this, please discuss it here or on any upcoming news posts. I can't say for certain personally that this is a solution, but I'd like to know whether this alleviates any fears you guys have.
It sounds like checking the group association of the conduits as they were destroyed was a problem, and it gets worse with ship size and number of groups. This looks like a computational workaround in order to add in the necessary vulnerability.
We also need a fix for the one-dimensionality of the stabilizer mechanic. I haven't messed with this dev build yet (I will later), but from others' posts, I can surmise that the different (glitchy?) behavior of stabilizer efficiency is an indication that a fix is being worked on.