And how do they not stem from one common resource pool? As far as I know, bar chamber effects that are not linearly related to their mass, everything you put on the ship takes blocks?
WHile you get back to me on exactly what "not vacuume based" means:
Yes. blocks/mass are a common resource pool. Are they balanced?
EG if I have 10^3 weapons, 10^3 thrusters, and 10^3 shields do they require the exact same amount of reactor blocks to function at 100%? Do they have the same level/scalar(magnitude of blocks or magnitude of mass) to match up?
This is a major part of the "length" of the 3 legs I was talking about.
The next part is regarding the "balance" of those 3 interacting: Which way does the arrow go on the "wins against" triangle?
- if mobility is supposed to win against weapons, the mathematical method of that "win" matters.
- if shields are supposed to win against weapons, the mathematical method of that "win"matters.
- ad no matter which way the arrow turns it MUST be kept in that direction for the 3rd option.
Let's take #1 there as an example. You'd have to carefully control weapon speeds and engagement ranges so that at X distance any shot at center-of-object from "weapon" cube towards "thruster" cube WILL miss if thruster cube changes direction. Not that hard when you define an "minimum engagement range" (EG the max distance of beams since they are instant hit scan) as the point where the 10*10*10 cube cannot avoid a missle or canon round moving at Xm/s to match with the beam hit scan. "Shield" cube then has to be tuned to "lose" vs that "weapon" cube over engagement time.
The same sort of base balance is true with #2: if shields win against weapons, Mobility has to be balanced so it's VERY hard to avoid non hit-scan at almost any rage. Then Shield cube has to be tuned to never fall at all unless a larger weapon-cube is against them.
It's just math, but it HAS to come from a common base variable(required e/sec and blocks/mass) and it HAS to follow that tripod.
This is NOT the case with he arbitrary mass and energy requirements of the basic/crucial systems. This has to be FIXED for real balance.
A spreadsheet with highschool MSOffice(or ope office, or Google Sheets) will show you very quickly what things need to be.
After that BASIC balance is established you can move onto adding Lizard and Spock in the form of Ion/em/poison/acid/fire/ice/dark/care-bear-stare effect/resistance, Lock-on/ECM/counter/ECM, after-burners/slow/snare/dizzy, and whatnot but they again HAVE to follow a balanced cross-defeat/win matrix(Like Rock-paper-scissors-lizard-spock). and they HAVE to be balanced in-class.