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Abstract and Context – What This Is and Why It May Be A Good Idea
Power systems, the soft cap, reactors specifics and how they work are probably one of the oldest debates in all of Starmade. There have been numerous incremental tweaks to how they work, as well as the recently proposed system overhaul posted by Schine not that long ago. As I stated in that thread, I find the implementation, as proposed, to be somewhat distasteful on a few key points (chiefly because of the thermodynamic discrepancy having a reactor acting as a “heat sink” poses), but that's irrelevant. What I instead wish to do is propose something of my own, perhaps throw another spaghetti noodle at the wall and see what sticks. So without further delay, I introduce the concept behind this post.
Volumetric Reactors – What It Means, How They Work
A volumetric reactor is a reactor where the size (and therefore output) is proportioned to the dimensions of the vessel on which it's installed. To simplify building, the ratio is based on a single numerical comparison: The sum of the dimensions of the vessel versus the sum of the dimensions of the reactor. This allows a reactor to be more easily built after a vessel is already fleshed out (or conversely allows you to know the size a ship you intend to build so it can support a given reactor).
To wit: A vessel with dimensions L: 120, W: 45 and H:33 (our prototypical "example vessel") has a dimensional value of (Dim-)198. At an 8 to 1 ratio, the maximum reactor size this vessel could support is (Dim-)24 (always round off). This number represents the total reactor dimensions that our example vessel could have installed. This means any reactor in the following list of ranges is a valid candidate: 22 x 1 x 1, 16 x 4 x 4, 8 x 8 x 8, or any combination of three positive numbers that add up to 24 (or less; you can divide your reactor volume up as well - see Multiple Reactors for more on that).
Reactor BaseOutput is determined by a simple formula:
(ReactorFrameBlockCount + MaxReactorDim) x 1500 = BaseOutput
The frame is the cuboid which is defined by the reactor frame blocks, like so:
An example reactor frame, 7 x 6 x 6 in size.
This of course means that certain arrangements are more powerful than others for a given Dim value of a reactor, as they will have more or fewer frame blocks, depending. The example pictured, if it were installed on our example ship, would provide:
(60 + 24) x 1500 = 156,000 e/s
Reactor BaseCapacity is:
(5 x BaseOutput)
Our example reactor above would have a capacity of:
156,000 x 5 = 780,000
But this is only half the reactor at this point (though the only requirement to have it work, technically). The other half is what goes inside the frame. Filling the interior of the frame (ignoring the walls, as they aren't part of the power calculations; available space is (7-2)*(6-2)*(6-2) = 80 blocks for our example) with the following blocks: more Reactor Frames, Parallel Reactors and/or Buffering Capacitors. These additional functions of the reactor are, naturally, only available on reactors of 3 x 3 x 3 or larger (a Dim-9 reactor; of which you can have one of these additional blocks). These blocks provide a modifying effect on the reactor output and the power capacity of the vessel, and can be combined however you desire to achieve the final result (for simplicity I've opted to show three reactors filled with a single type, but this is neither the expected plan nor optimal). The exact proposed values for this are:
Reactor Frame ("General Reactor") bonuses: 0.07 generation, 0.07 capacity
Parallel Reactor ("Parallel Reactor") bonuses: 0.1 generation, 0.04 capacity
Buffering Capacitor ("Buffering Reactor") bonuses: 0.04 generation, 0.1 capacity
The basic formula is: (1 + NumCoreBlocks )^ Bonus x Baseline
(1 + 80)^0.07 x 156,000 = 263,134 e/s generation
(1 + 80)^0.07 x 780,000 = 1,060,934 capacity
Final ratio: 24% capacity recharge/second
(1 + 80)^0.1 x 156,000 = 242,088 e/s generation
(1 + 80)^0.04 x 780,000 =929,895 capacity
Final ratio: 168% capacity recharge/second
(1 + 80)^0.04 x 193,456 = 230,633 e/s generation
(1 + 80)^0.1 x 780,000 = 6,318,000 capacity
Final ratio: 3.65% capacity recharge/second
Even at this comparatively small scale, the impact of these additional systems is fairly pronounced, and as reactor size expands and the internal volume increases, these effects increase dramatically. On large vessels - such as those capable of supporting a Dim-32 reactor - the core blocks may provide an enormous benefit, possibly even giving more than double the base reactor's output or capacity. As well, as the reactor size scales up, the distinction between the three core filling blocks becomes more pronounced.
Protecting Your Reactors
Reactors are sensitive, perhaps even volatile, structures. A single hit to a reactor from a weapon powerful enough to destroy one of the blocks it is comprised of will compromise the entire reactor – violently. They are intended to be be buried in the bowels of your ship, in a well armoured location, away from beams and missiles. This effect is not instantaneous, but rather it will experience a timed failure ("Warning: 20 seconds to warp core breach."), giving you time to activate some system by which damage may be limited, or by which you might escape the suddenly very likely crippled vessel.
It would be unfair to have a giant, glaring weakpoint in your vessel without some means of protecting it from whatever unfriendly fire may come your way. Enter the Reactor Containment Shield. This block, intended to fit into the until-now empty walls of a reactor, serves as a buffer against catastrophic failure. If a reactor would lose a block and there is at least one Reactor Containment Shield still within the bounding box of the reactor walls, one of the RCS blocks is destroyed instead (note: the RCS blocks can be destroyed normally, like any other block - direct hits to them can take them out). These blocks aren't all that much tougher than the components the reactor is built from, but do provide a fair amount of mitigation against catastrophic explosions. This protection doesn't come freely, however: The base output of the reactor is reduced by 100 for every Reactor Containment Shield in the walls. On our 7 x 6 x 6, it's possible to have (4 x 5 x 4 + 2 x 4 x 4=) 112, meaning your reactor can be much, much more sturdy versus damage but conversely loses out on 11,200 generation (and a portion of capacity as well). Blocks other than Reactor Containment Shields in the walls of a reactor do not impose a generation penalty, except empty blocks, which impose the same penalty as the Reactor Containment Shields (100 per empty block, to prevent the loss of containment from improving your reactor).
A completed reactor with all available walls comprised of Reactor Containment Shielding.
Reactor Sizing Limitations
Reactor size is paramount, relative to ship size. As I stated far above, the “maximum” size of a reactor is 1/8th of the sum of the dimensions of your ship. However, as has been discussed below in the thread, artificially inflating your dimensions with "whiskers" of blocks, or even a lone block a distance from your actual vessel, would allow you to mount a disproportionately large reactor. To mitigate this possibility somewhat, your reactor size is also limited by the BlockCount of your ship versus it's Volume. Specifcally, if your volume is more than 7/8ths empty, you are capped to the smaller of either your normal reactor size limit or the percentage of which your ship is filled. To mount a reactor for a given set of dimensions, your ship must be at a very minimum 12.5% "filled in" (though what it's filled in with hardly matters). For our example vessel, this means:
135 x 45 x 33 = 178,200
178,200 / 8 = 22,275
It must be comprised of an absolute minimum of 22,275 blocks to mount it's Dim-24 reactor.
At 22,274 blocks, the reactor size is capped to a Dim-12, and that decreases as you decrease the block count until you can only mount a 1x1x1 (the very smallest reactor a ship can mount without penalty).
Multiple Reactors
If you prefer, you can divide your reactor volume up in any way you like - you are not limited to a single reactor but can have multiples, as well as backups. Recall how the examples provided show a 7x6x6? That only uses up 19/24 available reactor limit, meaning there is another 5 points to play with. This means a secondary reactor could be mounted that is a 2x2x1, providing an addtional 10,500 e/s and 52,500 capacity to our vessel. However, since this reactor is separate, it does not benefit from the modifiers the other one gets from its core. This is to simplify the addition of secondary reactors and not cause a scenario where they are interdependent on each other.
As another example, that same Dim-24 could be divided into two equally sized reactors, each a Dim-12 (4x4x4 cube, for simplicity). This pair of reactors would provide a total of 168k and 840k generation and capacity (since every reactor receives a bonus equal to your maximum reactor size), but would each only have 8 internal core block spots with which to modify them. Compared to a single 8x8x8 reactor, the two smaller ones would generate and store more energy, baseline (e.g. with empty frames), but would be less effective than a fully modded out 8x8x8 could be - using a "General Reactor" layout as an example, the two 4x4x4's would produce and store 195k and 979k, respectively. The 8x8x8, conversely, produces and stores 227k and 1.1 million by itself.
In the event multiple reactors are installed, priority is given in the following order:
With this ordering, if the primary is smaller than the cap for the vessel, the next reactor in priority order is added, without penalty, to the generation and capacity. This continues until the cap is met or exceeded. If the last (or only) active reactor exceeds the cap, that reactor's output and capacity are penalized by a cumulative 20% reduction for every point they go over before being added to the rest of the generation and capacity (this means going too far over the cap will result in a negative modifier). Reactors that aren't active are treated as backup reactors, which will be brought online and add their generation normally if another reactor is destroyed or damaged.
Other Ideas Related To This Proposal
Below are a few things that could be a part of this overhaul, but are not the main focus of the system itself; they are tertiary adjuncts to the primary idea of scaling reactors to ship size. These should be taken with a grain of salt, as they haven't been fully fleshed out to the same extent as the volumetric reactors themselves.
You may have, until this point, read this assuming that this is designed to replace the present incarnation of the power system while maintaining the status quo regarding building large flying bricks of systems. This is not the case. For this reason, I must include the following additional points:
To sum up, I'm not the best at math, or at building. I'm probably not even good by some standards. But I'm fairly confident in this suggestion being pretty top-notch. It's obviously not perfect, and most of the numbers were pulled out of my ass, chosen mostly for the ease with which they allow the math to be done. Obviously, numerical adjustments would be required - if you'd like to put in the effort to come up with a more "balanced" set of values, I am open to the suggestion. I look forwards to constructive feedback.
Edit: Corrected a minor derp. There are 60 blocks in a 7 x 6 x 6 frame, not 46, and 68 in a 7 x 7 x 7. Rest of the math depending on that has been fixed too.
Edit 2: I need to learn how to count. There are 20 blocks in a 3 x 3 x 3 frame. Math fixed on that too.
Edit 3: Misc sort of note: an Isanth-sized ship (25 x 11 x 31) could support a reactor volume of 6 - a 2 x 2 x 2, which would add 7,800 generation and a capacity of 128,000 (6.0%/second). It could additionally support 1x1x1 docked reactors providing 90 additional power each.
Edit 4: If you're curious what sort of reactor a given hull could support, drop your LWH in a message and I'll calculate it out for you. Might help to have more numbers in context.
Edit 5: Overhauled the formulas, plus a few other tweaks. Removed a few things, added some things.
Edit 6: Reordered a few things, further general edits.
Edit 7: Implemented a few new formulas and a few general fixes. Increased reactor size a little.
Edit 8: Added a section relating to other ideas tied into this proposal.
Power systems, the soft cap, reactors specifics and how they work are probably one of the oldest debates in all of Starmade. There have been numerous incremental tweaks to how they work, as well as the recently proposed system overhaul posted by Schine not that long ago. As I stated in that thread, I find the implementation, as proposed, to be somewhat distasteful on a few key points (chiefly because of the thermodynamic discrepancy having a reactor acting as a “heat sink” poses), but that's irrelevant. What I instead wish to do is propose something of my own, perhaps throw another spaghetti noodle at the wall and see what sticks. So without further delay, I introduce the concept behind this post.
Volumetric Reactors – What It Means, How They Work
A volumetric reactor is a reactor where the size (and therefore output) is proportioned to the dimensions of the vessel on which it's installed. To simplify building, the ratio is based on a single numerical comparison: The sum of the dimensions of the vessel versus the sum of the dimensions of the reactor. This allows a reactor to be more easily built after a vessel is already fleshed out (or conversely allows you to know the size a ship you intend to build so it can support a given reactor).
To wit: A vessel with dimensions L: 120, W: 45 and H:33 (our prototypical "example vessel") has a dimensional value of (Dim-)198. At an 8 to 1 ratio, the maximum reactor size this vessel could support is (Dim-)24 (always round off). This number represents the total reactor dimensions that our example vessel could have installed. This means any reactor in the following list of ranges is a valid candidate: 22 x 1 x 1, 16 x 4 x 4, 8 x 8 x 8, or any combination of three positive numbers that add up to 24 (or less; you can divide your reactor volume up as well - see Multiple Reactors for more on that).
Reactor BaseOutput is determined by a simple formula:
(ReactorFrameBlockCount + MaxReactorDim) x 1500 = BaseOutput
The frame is the cuboid which is defined by the reactor frame blocks, like so:
This of course means that certain arrangements are more powerful than others for a given Dim value of a reactor, as they will have more or fewer frame blocks, depending. The example pictured, if it were installed on our example ship, would provide:
(60 + 24) x 1500 = 156,000 e/s
Reactor BaseCapacity is:
(5 x BaseOutput)
Our example reactor above would have a capacity of:
156,000 x 5 = 780,000
But this is only half the reactor at this point (though the only requirement to have it work, technically). The other half is what goes inside the frame. Filling the interior of the frame (ignoring the walls, as they aren't part of the power calculations; available space is (7-2)*(6-2)*(6-2) = 80 blocks for our example) with the following blocks: more Reactor Frames, Parallel Reactors and/or Buffering Capacitors. These additional functions of the reactor are, naturally, only available on reactors of 3 x 3 x 3 or larger (a Dim-9 reactor; of which you can have one of these additional blocks). These blocks provide a modifying effect on the reactor output and the power capacity of the vessel, and can be combined however you desire to achieve the final result (for simplicity I've opted to show three reactors filled with a single type, but this is neither the expected plan nor optimal). The exact proposed values for this are:
Reactor Frame ("General Reactor") bonuses: 0.07 generation, 0.07 capacity
Parallel Reactor ("Parallel Reactor") bonuses: 0.1 generation, 0.04 capacity
Buffering Capacitor ("Buffering Reactor") bonuses: 0.04 generation, 0.1 capacity
The basic formula is: (1 + NumCoreBlocks )^ Bonus x Baseline
(1 + 80)^0.07 x 780,000 = 1,060,934 capacity
Final ratio: 24% capacity recharge/second
(1 + 80)^0.04 x 780,000 =929,895 capacity
Final ratio: 168% capacity recharge/second
(1 + 80)^0.1 x 780,000 = 6,318,000 capacity
Final ratio: 3.65% capacity recharge/second
Even at this comparatively small scale, the impact of these additional systems is fairly pronounced, and as reactor size expands and the internal volume increases, these effects increase dramatically. On large vessels - such as those capable of supporting a Dim-32 reactor - the core blocks may provide an enormous benefit, possibly even giving more than double the base reactor's output or capacity. As well, as the reactor size scales up, the distinction between the three core filling blocks becomes more pronounced.
Protecting Your Reactors
Reactors are sensitive, perhaps even volatile, structures. A single hit to a reactor from a weapon powerful enough to destroy one of the blocks it is comprised of will compromise the entire reactor – violently. They are intended to be be buried in the bowels of your ship, in a well armoured location, away from beams and missiles. This effect is not instantaneous, but rather it will experience a timed failure ("Warning: 20 seconds to warp core breach."), giving you time to activate some system by which damage may be limited, or by which you might escape the suddenly very likely crippled vessel.
It would be unfair to have a giant, glaring weakpoint in your vessel without some means of protecting it from whatever unfriendly fire may come your way. Enter the Reactor Containment Shield. This block, intended to fit into the until-now empty walls of a reactor, serves as a buffer against catastrophic failure. If a reactor would lose a block and there is at least one Reactor Containment Shield still within the bounding box of the reactor walls, one of the RCS blocks is destroyed instead (note: the RCS blocks can be destroyed normally, like any other block - direct hits to them can take them out). These blocks aren't all that much tougher than the components the reactor is built from, but do provide a fair amount of mitigation against catastrophic explosions. This protection doesn't come freely, however: The base output of the reactor is reduced by 100 for every Reactor Containment Shield in the walls. On our 7 x 6 x 6, it's possible to have (4 x 5 x 4 + 2 x 4 x 4=) 112, meaning your reactor can be much, much more sturdy versus damage but conversely loses out on 11,200 generation (and a portion of capacity as well). Blocks other than Reactor Containment Shields in the walls of a reactor do not impose a generation penalty, except empty blocks, which impose the same penalty as the Reactor Containment Shields (100 per empty block, to prevent the loss of containment from improving your reactor).
Reactor Sizing Limitations
Reactor size is paramount, relative to ship size. As I stated far above, the “maximum” size of a reactor is 1/8th of the sum of the dimensions of your ship. However, as has been discussed below in the thread, artificially inflating your dimensions with "whiskers" of blocks, or even a lone block a distance from your actual vessel, would allow you to mount a disproportionately large reactor. To mitigate this possibility somewhat, your reactor size is also limited by the BlockCount of your ship versus it's Volume. Specifcally, if your volume is more than 7/8ths empty, you are capped to the smaller of either your normal reactor size limit or the percentage of which your ship is filled. To mount a reactor for a given set of dimensions, your ship must be at a very minimum 12.5% "filled in" (though what it's filled in with hardly matters). For our example vessel, this means:
135 x 45 x 33 = 178,200
178,200 / 8 = 22,275
It must be comprised of an absolute minimum of 22,275 blocks to mount it's Dim-24 reactor.
At 22,274 blocks, the reactor size is capped to a Dim-12, and that decreases as you decrease the block count until you can only mount a 1x1x1 (the very smallest reactor a ship can mount without penalty).
Multiple Reactors
If you prefer, you can divide your reactor volume up in any way you like - you are not limited to a single reactor but can have multiples, as well as backups. Recall how the examples provided show a 7x6x6? That only uses up 19/24 available reactor limit, meaning there is another 5 points to play with. This means a secondary reactor could be mounted that is a 2x2x1, providing an addtional 10,500 e/s and 52,500 capacity to our vessel. However, since this reactor is separate, it does not benefit from the modifiers the other one gets from its core. This is to simplify the addition of secondary reactors and not cause a scenario where they are interdependent on each other.
As another example, that same Dim-24 could be divided into two equally sized reactors, each a Dim-12 (4x4x4 cube, for simplicity). This pair of reactors would provide a total of 168k and 840k generation and capacity (since every reactor receives a bonus equal to your maximum reactor size), but would each only have 8 internal core block spots with which to modify them. Compared to a single 8x8x8 reactor, the two smaller ones would generate and store more energy, baseline (e.g. with empty frames), but would be less effective than a fully modded out 8x8x8 could be - using a "General Reactor" layout as an example, the two 4x4x4's would produce and store 195k and 979k, respectively. The 8x8x8, conversely, produces and stores 227k and 1.1 million by itself.
In the event multiple reactors are installed, priority is given in the following order:
- Largest reactor out of all available
- Highest output
- Highest capacity
- Selected at random
With this ordering, if the primary is smaller than the cap for the vessel, the next reactor in priority order is added, without penalty, to the generation and capacity. This continues until the cap is met or exceeded. If the last (or only) active reactor exceeds the cap, that reactor's output and capacity are penalized by a cumulative 20% reduction for every point they go over before being added to the rest of the generation and capacity (this means going too far over the cap will result in a negative modifier). Reactors that aren't active are treated as backup reactors, which will be brought online and add their generation normally if another reactor is destroyed or damaged.
Other Ideas Related To This Proposal
Below are a few things that could be a part of this overhaul, but are not the main focus of the system itself; they are tertiary adjuncts to the primary idea of scaling reactors to ship size. These should be taken with a grain of salt, as they haven't been fully fleshed out to the same extent as the volumetric reactors themselves.
-
Reactors have to be manually/logically controlled. Allows a player to define which reactors are active in a given situation and adds a simple power system management aspect to the game, increasing depth. May require the creation of a "Reactor Computer" block to allow the more precise definition of reactors. However, without player input into the exact ordering (and for the sake of AI's), reactors should default to the already stated "default" priority ranking system.
-
Reactors can have blocks other than the ones listed placed in their cores. Blocks such as Shield Rechargers. Shield Capacitors, Effect Modules, and Jump Modules add bonuses to their respective systems when enabled (would require Reactor Managment).
For example, filling a 4x4x4 reactor with 2 Shield Rechargers (25%) could grant you 25% more shield recharge while that reactor is active. Filling it to 100% (8 blocks) would grant up to 50% more shield recharge. In either case, the reactor base output (and therefore base capacity) would be diminished by the percentage of which the core is composed of the Shield Rechargers, reducing output to 3/4 with 2 blocks and 0 with the core fully filled.
In the case of effects, the reactor being active would add up to 1/3rd to 1/5th (depending on the exact effect and game balance) of the maximum of the effect (as if it were applied normally from a computer on your hotbar) scaling with the percentage of the core which was comprised of the effect modules - in the case of Ion, it would grant 20% with the core 100% filled. This bonus should stack multiplicatively with the normal iteration of the effect (1 - (1 - 0.6) x (1 - 0.2) = 0.68 or 68% total effectiveness) but on its own would provide the full 20% reduction to damage to shields. To prevent abuse of the system, only the largest bonus from all active reactors for each effect would apply (so if you had two Ion dedicated reactors active, you'd still only have 20%).
This sort of addition to the system would allow you to have a much smaller footprint for your defensive effects, but also a commensurately lesser effectiveness than a true-and-proper effect system. As well, since these dedicated reactors, when active, would eat into your available reactor Dim, you'll have that much less power for systems (though the intention here is to use the smallest reactor you can get away with for these supplementary minor effects - a 3x3x3 reactor with 1 of the chosen modules in the center is all it'd require, technically, which would only reduce your available reactor Dim by 9 points). -
A sort of addition/tweak to the docking system. A new rail block, the Break-Away Rail, would be required - this would function like a normal rail for the purpose of docking to it, but would forcibly eject (and ghost for several seconds) any entity docked to it when it receives a logic signal, rather than just undocking it. An entity docked to the Break-Away Rail is treated as if it were a part of the parent entity to for all intents and purposes, with the following two exceptions:
- The entity would still show up as a docked entity, if you have docked entities toggled on in your nav window - this is to allow the creation of target-able subsystems on a sort of voluntary basis.
- The entity ignores per-entity block limits such as those on Ship Cores and Faction Modules, at least for the purpose of being considered part of the entity it's docked to.
With that in mind, it becomes possible to create the following things:
- Ejectable reactor cores (a docked reactor would use the parent entities reactor limits).
- Disposable "warp sleds" for small vessels.
- More easily replaceable armor/decorative sections.
- Simpler torpedo tubes, with potential automatic reloading.
- Ejectable cargo pods.
- Internal weapon system "loadouts" that could be swapped.
- A ship that breaks up into multiple smaller ships at the press of a button, without sacrificing effectiveness as a single ship.
- Voltron. 'Nuff said.
-
A vessel can, temporarily, utilize all available reactor(s) on board. The time which this mode can be active is equal to either 60 seconds or your vessel's Dim in seconds, whichever is less. If this time limit expires, all reactors on board detonate, more than likely crippling or outright destroying the vessel. If overload mode is cancelled prematurely by the player, it it placed on a 300 second (5 minute) cooldown, and doesn't detonate your reactors. Additionally, it can't be utilized again until the ship is rebooted (even if the cooldown elapses). These two measures are to prevent a ship from simply popping into Overload on a whim, but rather to reserve it for critical "do or die" moments.
You may have, until this point, read this assuming that this is designed to replace the present incarnation of the power system while maintaining the status quo regarding building large flying bricks of systems. This is not the case. For this reason, I must include the following additional points:
- Larger numbers of reactor frames to define the cuboid in a comparative smaller space are, as a rule, better.
- Very small ships (dimension sum <=24) are limited to a single reactor block (6k/30k).
- Very large ships can support a proportionally larger reactor and are therefore much, much more powerful. Conversely, their reactor is a much, much larger target.
- A reactor blowout is intended to be devastating for a ship without a backup, and very damaging to one with.
- Decentralized power systems are smaller, harder to hit targets, but produce less power.
- Reactors can't be physically touching, or else they are counted as being a single reactor unit.
- Reactors will set each other off when they blow up.
- There is no "soft cap" under this system. Instead, ships define their own limitations.
To sum up, I'm not the best at math, or at building. I'm probably not even good by some standards. But I'm fairly confident in this suggestion being pretty top-notch. It's obviously not perfect, and most of the numbers were pulled out of my ass, chosen mostly for the ease with which they allow the math to be done. Obviously, numerical adjustments would be required - if you'd like to put in the effort to come up with a more "balanced" set of values, I am open to the suggestion. I look forwards to constructive feedback.
Edit: Corrected a minor derp. There are 60 blocks in a 7 x 6 x 6 frame, not 46, and 68 in a 7 x 7 x 7. Rest of the math depending on that has been fixed too.
Edit 2: I need to learn how to count. There are 20 blocks in a 3 x 3 x 3 frame. Math fixed on that too.
Edit 3: Misc sort of note: an Isanth-sized ship (25 x 11 x 31) could support a reactor volume of 6 - a 2 x 2 x 2, which would add 7,800 generation and a capacity of 128,000 (6.0%/second). It could additionally support 1x1x1 docked reactors providing 90 additional power each.
Edit 4: If you're curious what sort of reactor a given hull could support, drop your LWH in a message and I'll calculate it out for you. Might help to have more numbers in context.
Edit 5: Overhauled the formulas, plus a few other tweaks. Removed a few things, added some things.
Edit 6: Reordered a few things, further general edits.
Edit 7: Implemented a few new formulas and a few general fixes. Increased reactor size a little.
Edit 8: Added a section relating to other ideas tied into this proposal.
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