I think this will work better than the previous proposal, but I have a few questions.
1)what is to stop us from putting redundant stabilizers outside the ship hull to gain maximum power i.e. the chandelier?
What dictates the size and number of stabilizer groups. It sounds like I could put one stabilizer ridiculously far away such that my opponent cant see it, and it will perform just as well as a box of them surrounding my reactor. Why would I build bigger groups/more groups if they don't matter?
Had to re read the OP, but it looks like there won't be any benefit for stabilizer distance past the minimum radius. So a stabilizer block right off that border will be just as effective as one 5 k blocks away.
For the love of god,
schema and
Criss DO NOT compare the chamber system to a tech tree. A tech tree you need to unlock through grinding and experience point and it's a completely different thing. You had me panicking when I first heard it on the video thinking "omg now there's experience points too?"
This is an upgrade system. A boost system. A specialization system. A great idea allowing for vast customization opportunities. BUT. It is not a freaking tech tree. Please don't confuse your players.
Edit: On second thought, this seems more complicated than it should be.
1. Why the tech points? Why can't chambers just consume power? Why create a completely redundant different resource coming from the very same reactor?
They meant to describe the shape, methinks. But yes, confusing as all get out. Also, it looks like they want to limit tech points by entity, so having it use power would mean larger ships have an advantage they don't seem to want them to have.
Requiring ships of a certain shape (wedges) to put their turrets on pylons/ridges sounds like a bad system.
This actually makes me think, why not disable ALL docked reactors? By making turrets need to draw power from the main ship, you remove the advantage they have of splitting up all the reactor HP, which would make turret boats a huge pain to properly kill. You would also make EMP actually able to work on turret boats, as turret boats are currently pretty much immune to EMP if their guns are self powered (and trust me, they usually are.).
It looks like if you're mindful of where you put your reactors and stabilizers, you can keep their bounding box away from your large turrets. But it will definitely be something to be mindful of, and could make some ship/turret mixes much harder to pull off effectively. This should only affect turrets that you want to give their own power and special abilities.
This is all just my reading on it, but I did try to go over the post again to make sure.
I do also have a few concerns, namely:
Will there be a size of reactor that doesn't require stabilizers, or at least has optimal distance smaller than it's own size, so that we can still build small ships (say 50 m or less) without having to deal with it? This was one thing called out in the first proposal that I really liked.
It's not really clear how you assign special abilities to different chambers. it seems like it's either a built in thing, in which case how do you set the blocks to a certain upgrade, or it's assigned in some menu, which brings up the question of what happens when you reassign one branch on a tree on the fly. It's a sort of nitpicky detail kind of thing, I'm just a little fuzzy on it.
Speaking of nitpicky details, would dependent chambers need to be right behind the chamber they depend on, or could there be other chambers in between? So, could you go Jumpdrive 1 -> Shields -> Jumpdrive 2, or does it have to be Jumpdrive 1-> Jumpdrive 2?
Enquiring minds need to know!