I keep hearing people complain about power and balance between big and small ships. Current power generation mechanics contain a soft cap, which seems to be a futile attempt to bring titans into reasonable balance with smaller ships. I... don't think it works. I also think that nerfing large ships is the most idiotic possibly way to (vainly attempt to) solve this.
I think we need other ways to balance big and small ships that don't make one size necessarily stronger or weaker against another, but rather makes ships more effective against ships of similar bulk and less able to kill others, essentially creating partial weight class division among ships.
Anyway, on to my crazy idea. This is more of a brainstorm than anything definitely good, so bear with me. I know these ideas are crazy and will probably be controversial but please try not to heat up arguments.
Part 1: Fuel.
I've written a lengthy thread about the effects of different fuel mechanics on gameplay style and faction strategy. It should be linked in my signature. I honestly don't care where it comes from as long as the following config options make sense:
Part 2:Reactors.
I've had a lot of fun maximizing boxdims of a number of formations of power reactors in order to give my ships an edge (and I'm pretty doggone good at it too), but current power generation just seems a little strange. What are these magical blocks, and why does more power come out when you make them longer? I'll tell you what they are...
Anyway, something more reactor-like might be more fun to cram into a ship. Ideally, it wouldn't take up a huge amount of room so you can build a cool reactor room if desired, but you also wouldn't be able to cram TOO much power into one ship just by making your reactor insanely large.
My crazy idea is thus: Two parts: core and collector. Three blocks: Reactor core, reactor booster, reactor collector. Fuel is burned as power is consumed by the ship. How to build a reactor:
I've purposefully left numbers out of this. Hopefully all of the formulae would be server-configurable as well as having an all-around-good default.
You may have noticed something by now. This would result in power generation growing linearly with ship size. How overpowered is that!? Well, it wouldn't be if power generation itself had inherent drawbacks, which brings us to part 3.
Part 3: Balancing.
I say we balance ships not based on mass (which includes decoration) but based on power generation, which directly influences combat effectiveness. This is the general idea which I know is pretty sound. Note that balancing mechanics would apply to a ship's maximum generation, not its current consumption.
Here are some potentially dumb ideas on how to do it:
Idea 1: Due to the crazy amounts of energy spinning around in there, these reactors increase moment of inertia, reducing ships' turning speed. With this, there would be no more need for boxdim or mass-based turning. A ship's potential combat effectiveness, limited by its power generation, is inversely proportional to its turn speed. In other words, the more powerful a ship is regardless of mass, the slower it turns. A small factor due to mass or moment of inertia could be kept in for realism, but this would be dwarfed by reactor drag.
Idea 2: If you thought all that energy might be a cancer risk... well, no comment. BUT it definitely interferes with targeting systems. The more power your ship produces, the less accurate your weapons are. This shouldn't be a dramatic effect, but it should be noticeable against small, fast targets. Larger ships would have less weapon accuracy. They should still be able to hit ships their own size with no problems, but smaller ships should have a chance to avoid the big guns they mount. Perhaps a specific slave or a new effect could mitigate this. The beam slave might work as it adds no DPS, and it makes sense because accuracy is a bigger problem at longer ranges, even against similar-sized ships. The degree to which the effect is mitigated could be server-configurable.
Combat scenario: A battleship is trying to shoot down a pesky corvette that's about to make a reckless head-on bombing run, but keeps missing. The captain yells "ENGINEERING! Kill the boosters! Tactical can't hit crap with all this interference and we can't maneuver!"
The captain has just discovered another advantage to reactor boosters: at the expense of a lot of fuel and some tedium, ships may get most of their power from boosters in order to change their characteristics on a moment's notice. To keep this from being imba, reactor boosters can be capped or softcapped per reactor, requiring ships to get a certain percentage of their total power from collectors which cannot be changed in the heat of battle.
Idea 3: "Space friction" would be off by default, but spatial drag would be caused by boosters. This would also help to balance boosters.
Idea 4: It takes longer to enter warp if you have a powerful reactor. See part 4.
All, one, or any combination or modification of these could be used to balance ships based on power generation.
Part 4: FTL (jump/warp/etc)
I know Schema probably doesn't want warp to be an "activate, then sit and wait" thing, but that would honestly be better than what we have now, because right now it's "Shall I wear my finger out for 15 minutes or wait four hours with a weight on a key?" Plus, it opens new possibilities for balancing without creating tedium. For example, a ship with a big reactor might take longer to establish a warp field to run away, but once it's up and running it might go just as fast as a small ship depending on its %mass of jump drive modules.
Perhaps as a server option, jump/warp could burn fuel directly rather than reactor power, meaning small ships could use disproportionately large jump drives if they have the fuel to do so. This would give a lighter ship a greater chance to escape from an angry titan.
Part 5: Side effects.
I think we need other ways to balance big and small ships that don't make one size necessarily stronger or weaker against another, but rather makes ships more effective against ships of similar bulk and less able to kill others, essentially creating partial weight class division among ships.
Anyway, on to my crazy idea. This is more of a brainstorm than anything definitely good, so bear with me. I know these ideas are crazy and will probably be controversial but please try not to heat up arguments.
Part 1: Fuel.
I've written a lengthy thread about the effects of different fuel mechanics on gameplay style and faction strategy. It should be linked in my signature. I honestly don't care where it comes from as long as the following config options make sense:
- Depletability (true/false): determines whether a fuel source may permanently run out.
- RenewSpeed (numeric multiplier): determines how quickly fuel sources renew themselves. Set to 0 for non-renewable fuel and -1 for unlimited gathering.
- Consumption (numeric multiplier): changes how fast ships burn fuel.
- FuellessGeneration (numeric multiplier): Sets how much power a ship with no fuel may produce as a fraction of normal (fueled) generation. Set to 0 if you like Space Engineers. Set to 1 to make fuel useless.
Part 2:Reactors.
I've had a lot of fun maximizing boxdims of a number of formations of power reactors in order to give my ships an edge (and I'm pretty doggone good at it too), but current power generation just seems a little strange. What are these magical blocks, and why does more power come out when you make them longer? I'll tell you what they are...
I DON'T FLIPPIN' KNOW!
Anyway, something more reactor-like might be more fun to cram into a ship. Ideally, it wouldn't take up a huge amount of room so you can build a cool reactor room if desired, but you also wouldn't be able to cram TOO much power into one ship just by making your reactor insanely large.
My crazy idea is thus: Two parts: core and collector. Three blocks: Reactor core, reactor booster, reactor collector. Fuel is burned as power is consumed by the ship. How to build a reactor:
- Place a core. For a small ship like a shuttle that's all you need. It generates up to 500 e/sec and consumes a proportional amount of fuel.
- If you want more power, place collectors.
- These increase fuel burn and proportionally increase power generation. Link to the core with C & V.
- A collector may only link if it has line of sight to the core.
- Can't cram enough power into the space you want to use? Either add another reactor or add reactor boosters.
- These act like afterburners, increasing overall power generation per block of reactor, but greatly increasing fuel consumption per power generated.
- One block of a booster formation must have line of sight to the reactor core for the formation to work.
- Boosters are on by default but may be disengaged by logic.
- Server configs could be set so that reactors only consume fuel when boosters are being used. That could even be a default setting.
I've purposefully left numbers out of this. Hopefully all of the formulae would be server-configurable as well as having an all-around-good default.
You may have noticed something by now. This would result in power generation growing linearly with ship size. How overpowered is that!? Well, it wouldn't be if power generation itself had inherent drawbacks, which brings us to part 3.
Part 3: Balancing.
I say we balance ships not based on mass (which includes decoration) but based on power generation, which directly influences combat effectiveness. This is the general idea which I know is pretty sound. Note that balancing mechanics would apply to a ship's maximum generation, not its current consumption.
Here are some potentially dumb ideas on how to do it:
Idea 1: Due to the crazy amounts of energy spinning around in there, these reactors increase moment of inertia, reducing ships' turning speed. With this, there would be no more need for boxdim or mass-based turning. A ship's potential combat effectiveness, limited by its power generation, is inversely proportional to its turn speed. In other words, the more powerful a ship is regardless of mass, the slower it turns. A small factor due to mass or moment of inertia could be kept in for realism, but this would be dwarfed by reactor drag.
Idea 2: If you thought all that energy might be a cancer risk... well, no comment. BUT it definitely interferes with targeting systems. The more power your ship produces, the less accurate your weapons are. This shouldn't be a dramatic effect, but it should be noticeable against small, fast targets. Larger ships would have less weapon accuracy. They should still be able to hit ships their own size with no problems, but smaller ships should have a chance to avoid the big guns they mount. Perhaps a specific slave or a new effect could mitigate this. The beam slave might work as it adds no DPS, and it makes sense because accuracy is a bigger problem at longer ranges, even against similar-sized ships. The degree to which the effect is mitigated could be server-configurable.
Combat scenario: A battleship is trying to shoot down a pesky corvette that's about to make a reckless head-on bombing run, but keeps missing. The captain yells "ENGINEERING! Kill the boosters! Tactical can't hit crap with all this interference and we can't maneuver!"
The captain has just discovered another advantage to reactor boosters: at the expense of a lot of fuel and some tedium, ships may get most of their power from boosters in order to change their characteristics on a moment's notice. To keep this from being imba, reactor boosters can be capped or softcapped per reactor, requiring ships to get a certain percentage of their total power from collectors which cannot be changed in the heat of battle.
Idea 3: "Space friction" would be off by default, but spatial drag would be caused by boosters. This would also help to balance boosters.
Idea 4: It takes longer to enter warp if you have a powerful reactor. See part 4.
All, one, or any combination or modification of these could be used to balance ships based on power generation.
Part 4: FTL (jump/warp/etc)
I know Schema probably doesn't want warp to be an "activate, then sit and wait" thing, but that would honestly be better than what we have now, because right now it's "Shall I wear my finger out for 15 minutes or wait four hours with a weight on a key?" Plus, it opens new possibilities for balancing without creating tedium. For example, a ship with a big reactor might take longer to establish a warp field to run away, but once it's up and running it might go just as fast as a small ship depending on its %mass of jump drive modules.
Perhaps as a server option, jump/warp could burn fuel directly rather than reactor power, meaning small ships could use disproportionately large jump drives if they have the fuel to do so. This would give a lighter ship a greater chance to escape from an angry titan.
Part 5: Side effects.
- Different ship roles within weight classes may start to emerge. "Weight class" would be determined primarily by power generation rather than actual size, and roles would emerge within that by devoting percentages of the ship's power generation to different kinds of systems. Balancing different roles against one another can be done by changing the power consumption of different systems like shields, thrusters, and weapons.
- I'll add more to this section as discussions happen.