Okay, great. But when someone that works on the assets for the game finds little enjoyment in how to optimize a ship, vs the system that came out I think that's saying something.
Not really? Had it been, say, Zyrr or FlyingDebris doing the assets for the game instead of you (or me) the story would be different.
A system like chambers is something I've wanted for a while. It was something we would have done solely with crew before. If math is going to be in the game, then it can be simple. You yourself have already expressed concern over learning curve. Well personally I'd rather not tell a new player that they need to learn the power formulas that the game runs on just to get the most out of this game.
That's not what StarMade is about. We know that. Players delve into that territory because there is little else currently. I get that.
Ok? But none of it is really necessary to enjoy the game. 90% of server-side players just build stuff and never touch the math, and it tends to work out alright. It really only matters for hard-ish-core PvP.
I don't even know why you are suggesting such a thing. How and why would we ever do that. Stop suggesting things I am not explicitly stating. You're just causing more of a rift by implying things that aren't even true.
Probably because that would be the only evident way to eliminate the math from design the way you seem to be suggesting. Learning the power consumption/damage formula for weapons, for example, will still be useful after this update.
Simpler math. With chambers you get X amount of points, and can dedicate it to chambers till you run out. I don't think math is where I want to focus the learning curve. I would rather players focus on chamber combinations, chamber placement, how a reactor is laid out, how a ship is laid out, etc. The actual designing of a ship should be more important in a game like this than math.
Power consumption/damage/etc. math is still useful, and honestly, though I don't like doing it either, I'd rather this than the alternative. Why? Well, that'd basically imply prefab weapons, or zero-effort engineering. Even if the game isn't about that sort of engineering, having some form of skill-based building 'progression' seems good.
I will ask in the meeting tomorrow if we can reduce distance then. What I meant is that crew can be the alternative to adding interior space to ships instead of the stabilizer mechanic.
The thing is, if the distance is reduced people will just keep asking to reduce the distance. The smaller the distance (or stabilization requirement) is, the larger the reactor you can fit, and then the distance just goes up again. A mechanics change is needed here.
Mind you all, I personally have no problem changing stabilizers or removing them. I get the concern and if what you are saying is true I will find myself in a world of hurt when we get to renovating our assets. I will see what's up tomorrow.
Yeah, except you probably
won't be in a world of hurt, except maybe for dealing with conduits if scaling isn't fixed (and I assume it will be fixed). The typical Outcast ship shape is
perfectly built to efficiently run this new system, with large compartments in the far fore and far aft, and the Trading Guild ships shouldn't have too many issues either on account of being either longish on one axis or not combat ships. Scavs might have some problems, but most of them are pretty long and/or flat-ish, so it shouldn't be too bad.
Also, those ships are hardly built for mass efficiency or to be completely optimal, so it shouldn't matter too much. The new system is sufficient to put
some systems in any ship, but we run into problems when we want to make a ship work
very well for its resource cost or mass - problems you will not run into.