if that was added you would get turret spam instead, which is a lot worse than output spam :P
i'm aware of that. and i don't think, that applying the power penalty per entity alone would solve the issue.
assuming that:
- docked ships don't get any power from the parent (why not?)
-a ship is any entity with its own reactor, that is not a station
-a turret is any entity docked to a rail docker
-entities docked to ships and stations that are docked to normal rails and are no ships, are just part of the parent structure, such that they are part of that particular penalty calculation as well.
if the game could recognize entities as ships, say by associating the core of the ship with the type 'ship core', it could sum up all outputs of all entities docked to the ship, including the ship itself and apply the penalty.
that would be all outputs of the ship (parent), all outputs of its turrets, and all outputs of entities docked to other rails (no turrets), that are no ships themselves.
using the same entity typing, you could also remove the requirement for rail mass enhancers for docked ships and apply them only to turrets (for whatever reasons we actually need them) or remove them completly, since there aren't any self-powered turrets anymore anyway.
based on that, you could also avoid adding the turrets of ships, that are docked to a station to the power penalty calculation of the station.
and while they are at it, they should add each turret by entity name in the power consumption and priortity table
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I'm curious; why is per-turret output spam a concern?
If someone wants to spend additional resources (weapons computers aren't as cheap to make as the modules) for a boost in firepower/efficiency, why not let them? Why not simply counter with your own spam? From a server performance standpoint, 100 weapon computers on a single entity seems like a far better option than 100 entities; each generating their own lag box. No matter which you one choose, you still have to deal with 100 beams or projectiles.
On the other hand, if you really want to curb this kind of behavior, server admins could cool it with the massive mining bonuses and free shop restocks common on many servers. Players might not be so eager to splurge on these tactics if resources were noticeably less abundant.
in my opinion it is an issue. for me, it doesn't feel 'natural' if a ship has like more then 50 outputs (cant really pin it down to a number without context), whatever weapon type you take. and it is heavily used for pvp designs. and since it is an effective design choice for battles, everyone is forced to make the same design choices to stay competitive. the price of computers are pretty insignificant.
i would prefer a solution that is effective at design time, so you dont have to keep the economical dimension in mind while building.