What kind of balancing are we talking about here? If all ships have the same accuracy, dps, speed, hp etc so they're perfectly ballanced, what are we going to do? I've seen a lot of promising games sacrificed on the altar of ballance, and ballance just isn't always fun...
I feel your general position, but this game has bled for years from a problem that goes by many names from doom-bricking, to titan-trolling and
it prevents real gameplay in multiplayer. Allowing ships' systems to scale infinitely prevents this from ever being a multiplayer
game except in set matches & duels with a list of rules about mass and docked entities. Because I can make a 1/2M mass base ship and dock several other 50K mass turret-ships to it, install anti-boarding measures and heavy point-defense and no basic ship from players who haven't studied this game for at least several months can approach it.
When I first started Starmade, I thought that was just fine. Great, even - leveling through learning and skill acquisition, right? There's more to it though, because when someone who
has learned enough of the game brings a ship of similar size and complexity in to combat with my titan, the 'combat' that results is suck. Clients and servers stutter and crash, and at that size range, the fight rarely lasts beyond the first minute... maybe two before I realize that either my opponent's ship is a total joke and not even fun to fight, or I'm eating massive system damage and the fight is lost. Typically either way I've done very little in terms of active combat, and could not if I wanted to because I get an opponent in my sights and he suddenly appears elsewhere. I've gotten so tired of even trying to fight that I 100% understand why most advanced players focus almost entirely on their turret builds. Because the meta for advanced ships makes "primary" weapons a joke. It makes maneuver and pilot skill a non-issue and take engineering (specifically turret engineering) from being a
factor in achieving victory to being the entire meta. It makes the real meta a proxy battle by AI, and that may be a lot of fun for some people, but it's super boring for me.
The result is that in MP servers are all dominated by an elite handful of mega-scale builders who rely entirely on AI turrets and not engaging each other. Many can't even comprehend the idea of playing Starmade in a situation where a super-optimized AI turret proxy is not the ultimate key to victory because infinite scaling through docked power has made that the status quo for so long that to them that
is the game. Starmade's MP servers are all oppressed by lag exploiters, and the arms race to achieve Weapons of Massive Lag capability. There is no small or medium ship combat except between new players, and there is no massive ship combat except against noobs who know no better or as a fun way to discard a ship someone is planning on replacing. The reactor turrets are essentially a kind of "power inflation" and just like economic inflation their effects are extremely unpleasant. The more power scaling the game accommodates, the more it alienates new players and adept players just scale their power until the power economy crashes and none of it is worth anything because you can't play with it. Not in the sense of having anyone to struggle against.
So.
I need to directly respond to your feeling that balancing and leveling the playing field will result in all ships "all ships have the same accuracy, dps, speed, hp etc so they're perfectly ballanced." That is not what is meant by balance. It is not what
anyone is asking for or what will result from attempting to level the playing field.
You assert that you've seen promising games "sacrificed on the altar of balance," but that notion is absurd. It is clearly not proper balance that destroyed whatever games those are because
Every popular, commercially successful game in the world is properly balanced.
Now improper balance... failure to balance... yes - these will destroy games and often they go down in a meta-firefight over balance issues which I'm assuming is what you have interpreted as the effort to balance them killing them, but it's the failure of the balancing effort that kills, not making the effort.
Balance is absolutely essential to success in a game. It does not involve making all things equal and that is not what any balanced game looks like, nor will you find many examples of multiplayer games with sustained, wide popularity where
one build or character or faction is the only way to go because no other paths are balanced to oppose it.
Starcraft factions are substantially different but overall balanced. Characters in Diablo or WoW are overall balanced with and against each other in various ways. DOTA, Star Battle (my favorite) and other good MOBAs are also excellently balanced, which is why they are popular. Races in MOO, Stellaris, civilization in CIV, these are all different but balanced. That is what balance is - options. Not equal or identical, but balanced across a spectrum of considerations.
If only one path (such as AI turrets on oversized entities) can result in victory, that path is OverPowered and
not in balance. Starmade is out of balance. Maneuver is an intended path and penalties to maneuverability are intended to balance against other decisions but fail to do so because of ship-stacking (ie piling additional ships onto a primary ship in the form of ship-scale turrets each also with its own ship-grade power source) until performance changes destroy maneuverability,
destroy balance by negating the penalties the developers have implemented to balance build paths. That is an exploit - no two ways about it.
I feel like the extended multiplayer stasis of Starmade resulting from the inability to balance for all players on a server at once (except voluntarily) has now cultivated to a class of players that simply enjoy logging on and dominating a chatroom through force of lag+turrets so much that they've formed a vocal faction here against progress. They prefer to remain in the static pseudo-bliss of lording it over their quiet little fiefdoms rather than see the field opened up to a broader range of challengers as would happen if their gimmick were brought into balance by enforcing the existing maneuverability penalties and other game dynamics intended to resist performance-damaging gigantism. That is not a game and there is little to no 'play' in most MP servers. Just chat and arranged duels.
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Framerate lag should not be something used to justify your point as that is entirely something that will be fixed with game code optimization.
That may well be the most absurd thing I've ever read on this forum. Code can
physically never be optimized enough to accommodate
infinite scalability of ships.
If the physics aren't argument enough, we have proof in looking at what actually happened every time performance has been improved in the past. Code has been repeatedly optimized and this serves only to inflate gigantism. Code optimization can only enforce the existing maneuverability penalties against oversized/hyper-complex entities if scalability has a ceiling somewhere because processors are limited by the laws of physics.
The developer statement dictates one active reactor per entity. Advocating for reactor turrets is nothing more than begging for a workaround to prevent a cap on scalability that will end AI-turret dominion-through-lag. All the tangents and side-arguments don't break this simple fact.
The stated intent is one reactor per entity. Exceptions will very likely render the entire overhaul moot.