As an introduction I want to point out the fact that the way cloaking, energy generation and hulling works, essentially means that the most efficient shape size is a cube (or sphere but being square voxels ...). So ship efficiency with shapes with a higher surface area,leading to more mass on hulling and therefore requiring more engines, goes down and they are weaker than cuboids.
I realize that the loss in effiency can be balanced by reducing the area facing the enemy for example, but I would welcome some additions that would benefit ships with wings or some other "appendages" and these are my suggestions:
3. Have a system like the one with antimatter guns work for engines too (this would eliminate the need for vectoring engines)
I realize that the loss in effiency can be balanced by reducing the area facing the enemy for example, but I would welcome some additions that would benefit ships with wings or some other "appendages" and these are my suggestions:
- Have antimatter guns work in such a way the longer the harder they hit but the slower they reload and the wider or higher they are, the faster they reload. Have this work in such a way that if you make a cube of antimatter guns the strenght would be the same as a grouping of guns 1/8 the volume and and the same side length of the cube
- A cooling system/heat:
- power unit/block(or mass) ratio would determine how much heat there is per block and if the more heat there is per block the weaker all the systems are.
- have the weakening effect happen in an exponential manner
- possibly introduce a ? cooling block ?
- note: I suppose a system based off of surface area would be the most logical but I don't know how demanding it would be for the computer or how performance demanding it would be.
3. Have a system like the one with antimatter guns work for engines too (this would eliminate the need for vectoring engines)