After further experimentation and extrapolation here's what I can figure out:
Total ship thrust =((ThrustBlockCount)*5.5)^0.87
The culprit is that .87 Any value less than 1 will mean that as your block count increases, your thrust per block will decrease, favoring smaller ships.
A number greater than 1 will favor larger ships, giving an advantage per block to greater numbers of blocks.
I think my preference would be for thrust= 5.5*((thrust block count)+(sum(groupZdimension^1.1)))
EDIT: Correction! I think I'd like to see separate thrust values per vector! Let the X,Y and Z thrust values be based on the corresponding X,Y and Z values of the group bounding boxes! Now you've got to design your engine structures for rapid linear acceleration on the Z axis, OR maneuverability on the other axies. Got a landing craft? Make sure it has the Y axis thrust to take off in gravity, or you'll have to tip back on your aft to take off.
Total ship thrust =((ThrustBlockCount)*5.5)^0.87
The culprit is that .87 Any value less than 1 will mean that as your block count increases, your thrust per block will decrease, favoring smaller ships.
A number greater than 1 will favor larger ships, giving an advantage per block to greater numbers of blocks.
I think my preference would be for thrust= 5.5*((thrust block count)+(sum(groupZdimension^1.1)))
EDIT: Correction! I think I'd like to see separate thrust values per vector! Let the X,Y and Z thrust values be based on the corresponding X,Y and Z values of the group bounding boxes! Now you've got to design your engine structures for rapid linear acceleration on the Z axis, OR maneuverability on the other axies. Got a landing craft? Make sure it has the Y axis thrust to take off in gravity, or you'll have to tip back on your aft to take off.
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