Rather than have a flat percentage for chamber effects, I'd like to propose a different mechanic than the percentages we have now. As it is now, large vessels or stations will require many, many reactors to perform their various requisite functions and active management of an increasingly-complex array of reactor-chamber pairing systems. To the end of making capital ships and large, fortified shipyards possible again without a high degree of active maintenance and management, I propose scaling the reactor's effect capacity while setting a fixed cost to each chamber effect.
A simple way to go about this, for example, is to give each Reactor a number of Chamber Points equal to its Level (which already scales with diminishing returns as a Reactor increases in size). The most simple chamber effects would, in this example, use only one point per effect level. Some might cost more than one point, though, such as some advanced stealth or interdiction effects. Other effects might even be free, in a sense, though these effects would be minor and non-combat, and they would still require the appropriate chambers. In this way, the multitude of awesome chamber effects existing presently and in the future don't require over a dozen reactors to fully utilize on larger vessels or stations.
Another option would to allow chambers larger than the minimum size to offer an efficiency discount on the amount of Chamber capacity they utilize, resulting in more versatility for a higher material, mass, and space cost. Essentially, a chamber that is twice the minimum size would use half of the normal cost for its assigned effect. A chamber three times larger would use only one third of the normal cost, and so forth. This would produce a diminishing return system for chamber effects if one desired to have more effects paired onto a single reactor, but it would make it possible without having to manage individual effects or swap between multiple reactors.
Additionally, Reactors that are over-capacity on effects should not simply shut off all of their effects. Instead, the effects should either operate at a lower potency (allowing one to diversify their effects for less powerful ones) or cause the reactor to produce less energy (diverting power output to maintain over-capacity chambers).
I'd love to hear other thoughts on this!
Update: In fact, a little research and math shows that many chamber trees exceed the capacity all on their own. It is, in fact, impossible to have a ship that is permanently both cloaked and jammed. Such a vessel, even if it were just barely possible, would also be ~very~ power-hungry and make use of a load of reactor chambers compared to its reactor size.
A simple way to go about this, for example, is to give each Reactor a number of Chamber Points equal to its Level (which already scales with diminishing returns as a Reactor increases in size). The most simple chamber effects would, in this example, use only one point per effect level. Some might cost more than one point, though, such as some advanced stealth or interdiction effects. Other effects might even be free, in a sense, though these effects would be minor and non-combat, and they would still require the appropriate chambers. In this way, the multitude of awesome chamber effects existing presently and in the future don't require over a dozen reactors to fully utilize on larger vessels or stations.
Another option would to allow chambers larger than the minimum size to offer an efficiency discount on the amount of Chamber capacity they utilize, resulting in more versatility for a higher material, mass, and space cost. Essentially, a chamber that is twice the minimum size would use half of the normal cost for its assigned effect. A chamber three times larger would use only one third of the normal cost, and so forth. This would produce a diminishing return system for chamber effects if one desired to have more effects paired onto a single reactor, but it would make it possible without having to manage individual effects or swap between multiple reactors.
Additionally, Reactors that are over-capacity on effects should not simply shut off all of their effects. Instead, the effects should either operate at a lower potency (allowing one to diversify their effects for less powerful ones) or cause the reactor to produce less energy (diverting power output to maintain over-capacity chambers).
I'd love to hear other thoughts on this!
Update: In fact, a little research and math shows that many chamber trees exceed the capacity all on their own. It is, in fact, impossible to have a ship that is permanently both cloaked and jammed. Such a vessel, even if it were just barely possible, would also be ~very~ power-hungry and make use of a load of reactor chambers compared to its reactor size.
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