Voxels Versus Creative Freedom

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    RedAlert_007 what "issue?"

    That's the fun part and how I know neither you nor Scipio actually read the OP - there is no "issue."

    I feel like you're humping this meta-narrative of you righteously pounding down crybabies who "just can't handle it" so hard that it's all you see. Like you can't even fathom people just discussing gameplay - it's all the grand PvP -v- Losers deathmatch as far as your eye can see.

    The OP literally mentions no "problem" that needs to be solved or is hurting him, yet you swoop in out of nowhere shouting learn to play? Baffling! The OP is a very neutral invitation to discuss how system implementation is approached and the various pressures exerted on design.

    I don't think anyone here is or was crying about how stuffed systems are "too hard" to make look good... in fact several people understood the gist of the OP and started a civil discussion about it...

    Are you somehow under the impression that someone might be struggling with understanding the game and therefore need to be mocked and insulted by a "mentor?"
     
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    Calhoun

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    • There's no reason not to add one more block; more is always better.
    • Systems are amorphous blobs. Concentrating them into shapes and decorating them is impractically heavy and prevents ships from being competitive in PVP.


    It's hard to hit small things in space.
    It's hard to hit small things moving fast everywhere. This is the innate advantage of being smaller and faster.
     
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    It's hard to hit small things moving fast everywhere. This is the innate advantage of being smaller and faster.
    Very correct.


    I'm wondering now though... are people actually super attached to poured systems? It seems like when they are mentioned, several players immediately jump to their "defense." Are amorphous systems considered by some like, a valuable element of gameplay?
     
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    That's the fun part and how I know neither you nor Scipio actually read the OP - there is no "issue."
    Sounds like you were the one who did not read the OP, looks like I will have to be more specific.


    The main restriction to creative freedom is the drive to be competitive in PVP and effective in PVE. Certain design decisions are more effective. Now, that in itself is not a bad thing. It's a very good thing because a ship's functionality is art too. It only becomes a bad thing when optimal decisions have very little variety and generally don't look good or leave room/mass/etc. for decoration.
    This statement is factually incorrect, "optimal" decisions have plenty of room for "looks" as shown by people such as Veilith and factions like FCM making highly compedative PvP ships that still look full RP.

    If a player cannot make a meta design look good, then that is not the fault of the game but rather said players personal lack of skill.

    As any seasoned builder knows, this plays out by maximizing systems, minimizing surface area, and possibly using spaced armor. This generally leads to ships being full of systems that look like they were squirted into every available space within the ship's hull like so much expanding foam. This is known as "system stuffing."
    This statement is also factually incorrect, at absolute meta, this plays out the exact opposite where systems are not "stuffed" into a hull but rather spread out and made to have as small of a profile as possible.

    Having more armor than is necessary to cover your systems doesn't really help you.
    Once again, factually incorrect.

    Having more armor can be very helpfull when done correctly, this requires some skill but stuff such as spaced armor, docked hulls, blast shields, sloped armor and obliterative armor can increase survivability a lot.

    Systems are amorphous blobs. Concentrating them into shapes and decorating them is impractically heavy and prevents ships from being competitive in PVP.
    Factually incorrect, this has been done for several players such as Veilith and FCM

    It's hard to hit small things in space.
    This is not a bad thing, the OP may not be trying to imply this but the entire point of having a small profile is to make you harder to hit.

    (Economics are only a theoretical factor. In the current game they don't play into much of anything.)
    and?

    The whole stabilizer mechanic was created to try to prevent system stuffing, but it's clear that it has done more harm than good. We know that. Go beat the dead horse in another thread.
    System stuffing can still be done, weapons can still be concentrated into small areas rather then spread out.

    If the intention of systems 2.0 was to stop this then they did a bad job.

    Builders like to decorate ships, inside and outside. We also like to build ships in different shapes to make them more interesting. Minimalism works against this by driving us to use as few blocks as possible, including minimizing surface area to reduce the amount of armor needed to cover what's inside.
    Factually incorrect.

    Players such as Veilith and factions such as FCM have no had problem achieving decorated meta level ships, if you are having difficult then your own skill (or lack of therof) are to blame.

    Reducing block count means fewer feasible options for decoration. Reducing surface area means smooth shapes with few or no projections, and optimally little texture. It's not a hard-and-fast rule, but that's how you build optimally, to get the best stats. Additionally, even if you wanted to separate out your systems and make them look like big machines that you see in science fiction or real life ships, mass makes this disadvantageous.
    Firstly, as I said before you are not required to build to the meta, StarMade is not holding a gun to your head saying "You must build to the meta or you cannot play"

    Secondly, it is perfectly possible to have decoration elements on meta ships, as shown by those who have done it before.

    If you want to build to the meta then go ahead but nobody is forcing you too, if you want to build meta ships that look good then do it, if you want to succeed then you need to git gud. I do not mean this as an insult but the difficulties you have making high performance meta ships can be solved by simply getting better at building, game mechanics are not inhibiting you, your own skill and knoweldge is.

    It seems that a complete lack of value in the shape systems are placed is at least a contributing factor.
    How is this a bad thing? We should not be balancing around arbitrary shapes systems are put in.

    Here is a statement: A missile with a smaller payload preforms better then a missile with a larger payload because the smaller payload missile is shaped like a triange.

    Does that statement sound stupid?

    Place blocks anywhere you want however you want! Infinite possibilities? Nope. Only one: put blocks everywhere. Thus, some carefully thought-out meta-restrictions might be in order.
    These restrictions are not nessicary as the problems you are trying to "solve" with these restrictions are not issues with the game and issues with a players individual skill.

    If it was a problem with the game then players like Veilith and groups like FCM could not build meta ships that look good, but they did. How did they do this? They stopped bitching about "omagawd meta ships are impossible to make look good" and actually got some skill and knoweldge that allowed them to make these good looking meta ships.

    What I mean by "meta-restrictions" are things that make something less optimal without disallowing it entirely. The stabilizer distance mechanic is a meta-restriction, but many players dislike its effects. A positive meta-restriction might push systems slightly apart and/or into shapes. Also, it would be better to do this indirectly with mechanics rather than adding a buff/nerf based on shape/distance of system groups.
    See above response, restrictions are not needed, you just need to build better.

    The ship HP system (aka power 1.0) at least did a passable job of minimizing the disadvantage of having more armor and decoration blocks on your ship. They're a buffer and make it take longer to kill you. In my opinion this is still not enough to make the extra blocks worthwhile, but it helps.
    Having more armor is not a disadvatage, see my response to the other armor comment.

    At this point you might be thinking "we just need crew to make interior viable!" ...but what about exterior? Crew doesn't change the viability of interesting exterior shapes with any kind of additional surface area. There are more factors at play here.
    As I said before, it is 150% possible to have a good looking ship that is compedative, people have done it and the only thing stopping you from doing the same is your own personal lack of skill and/or knoweldge.

    The solution to everything listed above is two simple words: Git gud.

    I feel like you're humping this meta-narrative of you righteously pounding down crybabies who "just can't handle it" so hard that it's all you see. Like you can't even fathom people just discussing gameplay - it's all the grand PvP -v- Losers deathmatch as far as your eye can see.
    Or perhaps I am just expressing my disagreement with statements made, is that a bad thing? No it isnt.

    I am allowed to disagree, I dont care if you have a problem with someone saying "I disagree" welcome to real life, this is not a hugbox and people will disagree with you, get over it.

    The OP literally mentions no "problem" that needs to be solved or is hurting him, yet you swoop in out of nowhere shouting learn to play? Baffling! The OP is a very neutral invitation to discuss how system implementation is approached and the various pressures exerted on design.
    The OP made several factually incorrect statements as well as listing "difficulties" with decorating ships, he proposed "meta restrictions" as a counter to this "difficulty" but the difficulties he is having can be solved by simply getting better at building, the game is not to blame, your lack of skill is to blame.

    I may come accross as "elitist" or "cocky" when I blame someones lack of skill for problems but like it or not this the solution to the difficulties the op is having, these "meta restrictions" are a waste of developer time to combat a non-existant problem that already has a solution.

    I don't think anyone here is or was crying about how stuffed systems are "too hard" to make look good... in fact several people understood the gist of the OP and started a civil discussion about it...
    So what are statements such as "Concentrating them into shapes and decorating them is impractically heavy and prevents ships from being competitive in PVP" and "Reducing block count means fewer feasible options for decoration" then?

    According to you this isnt complaining about "difficulties" with decoration, if that is the case according to you then what are these statements?

    Are you somehow under the impression that someone might be struggling with understanding the game
    Yes, I do.

    Based on statements and the responses above to said statements I as a mentor believe that the issue is not with anything with the game but rather lack of knoweldge and/or skill.

    I want the OP to accept that fact in hope that he might go out there and learn, it sounds to me like making a meta ship that looks good is a a goal of his and the way to achieve this goal is to accept the fact that personal inefficiencies are not the fault of the game, if Valiant70 stopped believing these factually wrong statements such as "decorating ships makes them heavy and prevents them from being compedative" then he might be flying is a good looking meta ship right now, he needs only to get out there and learn.

    If I come accross as being "mocking" or "insulting" then I apolgise as that was not my intent, but it needs to be made clear that the game is not the blame.
     
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    Well, Red, if he's incorrect and neither PvE nor PvP are the main factors affecting creative building (acknowledging that they are 'restricting' does not mean they "should not" affect building, BTW), then what - in your opinion - are the main factors that restrict (restrict, as in resist by making certain things require sacrifices, minor or major, not 'prohibit') pure creative building?

    You don't think PvE or PvP considerations restrict building choices, at all, so what does? Can I build any style without sacrifice based purely on creative considerations?
    [doublepost=1514690385,1514690289][/doublepost]
    According to you this isnt complaining about "difficulties" with decoration, if that is the case according to you then what are these statements?
    These are called "observations."
     

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    Very correct.


    I'm wondering now though... are people actually super attached to poured systems? It seems like when they are mentioned, several players immediately jump to their "defense." Are amorphous systems considered by some like, a valuable element of gameplay?
    I find this ironic considering the new power system is just block spam here, block spam there
     

    Valiant70

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    This statement is factually incorrect, "optimal" decisions have plenty of room for "looks" as shown by people such as Veilith and factions like FCM making highly compedative PvP ships that still look full RP.
    Has it been proven that removing the decorations does NOT in any way grant an advantage over the originals?

    Having more armor can be very helpfull when done correctly, this requires some skill but stuff such as spaced armor, docked hulls, blast shields, sloped armor and obliterative armor can increase survivability a lot.
    If you're claiming to be helpful, you're going to need to explain some more of the how and why, as well as how this actually helps RP ships.

    I've experimented with docked hulls but abandoned the project due to lag concerns. I've seen blast shields, spaced armor, and sponge armor. However, I'd only heard of spaced armor being useful on the FRONT of a ship where it's exposed to enemy fire, with the rest stuffed to reduce frontal profile. The one thing I don't recognize is sloped armor. I'm not familiar with that term.

    Factually incorrect, this has been done for several players such as Veilith and FCM
    Battle video or it didn't happen.

    System stuffing can still be done, weapons can still be concentrated into small areas rather then spread out.

    If the intention of systems 2.0 was to stop this then they did a bad job.
    Damn right.

    Players such as Veilith and factions such as FCM have no had problem achieving decorated meta level ships, if you are having difficult then your own skill (or lack of therof) are to blame.
    As above, I'd like to see these tested against versions that have had all unnecessary mass trimmed off.

    Firstly, as I said before you are not required to build to the meta, StarMade is not holding a gun to your head saying "You must build to the meta or you cannot play"
    You want to win a fight against another player, you build to the meta. That is, unless you spam drones and/or build an obscenely oversized ship. So... I guess it's meta or gargantuan battlecarrier? But even then, why not both? If the other guy does both you're hosed. So safe bet, build to the meta if you want to win. That's not bad. That's just how it works.

    Would be nice if there were more viable choices, particularly for the shape of your hull. The only way for that to happen is for mechanics to make other shapes advantageous in some way, which is dangerous territory with Schine's track record.

    As I said before, it is 150% possible to have a good looking ship that is compedative, people have done it and the only thing stopping you from doing the same is your own personal lack of skill and/or knoweldge.
    ...However, they must come in one shape: long and pointy. There are a total of three two good things about this:
    • It's probably fairly realistic for space ships to be shaped that way.
    • People can RP space submarine things from their favorite anime or whatever the hell inspires those.
    • If you win, you can say your opponent got "shafted."
    Unfortunately, while it would be possible to change this, the likelihood of negative side effects on meta and gameplay is too damn high. Needles aren't going anywhere.

    In the past, the hardcore PVP community hasn't shared a lot about their designs. The ones I have seen were in fact stuffed with systems. Under the armor, they mainly had shield capacitators that were used as an obliterative after shields collapsed to protect more critical systems underneath. If you can get some of the major factions to "declassify" and upload a sampling of modern PVP ships for everyone else to learn from, we might actually be able to get somewhere with discussions about changing mechanics instead of just making a huge mess.
     
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    f you're claiming to be helpful, you're going to need to explain some more of the how and why, as well as how this actually helps RP ships.
    Blast shields = "Door" blocks (forcefields, blast doors etc) that are posioned away from the main body of the ship, almost like a bubble shield. Designed to take the damage from missiles so their AOE damage does not affect the main ship too much.

    spaced armor = self explanatory, you leave empty space between your armor (sometimes that space can be filled with cheap useless shit) to help again AOE damage

    Docked hull = Self explanatory

    Sloped armor = Enemy sees wedges and assume they are one block thick but they are actually several, its one of those benefits that people often put in their designs and dont relise what it actually does

    Obliterative armor = basicly you layer your ship with expendable cheap blocks that are designed to soak up damage, the weapon damage is wasted on the obliterative armor and essentialy acts as a buffer, obliterative armor is usualy made out of capsules and mesh blocks but can be made out of anything cheap
    [doublepost=1514699092,1514699058][/doublepost]I will have a response to your other comments later, I am eating food while browsing SMD on my phone
     
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    I have to say that I'm a bit torn on this post.

    For one, I kind of like the shapeless systems for the reason that they can be fitted to any build. The disadvantage is that they are a little too shapeless. When there are no restrictions on shape, people will tend to use whatever is advantageous to them, hence the number of meta builds. With the new power came structural integrity, which I personally like but also have some concerns about. With structural integrity, you don't have complete freedom over system placement, but you end up being a bit too constricted at the same time. Whenever I try laying out shield systems, they end up being very boxy once they get past a certain size due to the integrity mechanic. I think this is a good start but still needs work.

    I can say that thinking about what's going on constructively is a step in the right direction.
    This ^^^^ :heart:
    With the old mechnics (however flawed) I loved being able to take any design I wanted and make that into a viable and effective (not to mention stunning) looking Ship. :love:

    The new power mechanics just seem to miss the mark.
    I agree that "Systems" should be more like systems than soup, but at the same time there's no way I'm building a ship if the process isn't fun and enjoyable, and doesn't punish me because I wanted to make a cool looking Scfi ship.:cry:

    I feel that system construction is the great huderl for SM to get one atm, if they can get that sorted ship design will follow.
     
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    Lecic

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    Reducing surface area means smooth shapes with few or no projections,
    But the lowest surface area ships possible, cubes, are well known to be weak designs?

    Projections are actually very useful. You just have to place them in the right way.

    FCM style ships, for example, benefit greatly from their wide rear engines. Because of how incoming fire is likely to be angled, any shots that miss the nose will also miss the engine pods. This means they can increase their volume and pack more systems without increasing their length, while still having a narrow forward profile that is hard to hit.

    Higher surface areas are actually somewhat optimal in many cases. Besides longer ships, vertical and wide ships can trade away some of their ease of avoiding fire in exchange for much higher rotational ability. A cube shape, the supposedly superior "low surface area" option, would not have as good turning speeds as these designs do, while still having an easy to hit front.

    Not to mention, spaghetti, which is one of the absolute highest surface area builds possible, dominated the meta until structural integrity.

    and optimally little texture
    But large greebles are relatively good at acting as spaced armor, and small greebles have no strong effect in either direction and thus do not matter.

    As for stabilizers, while I agree that favoring a specific build style is counterproductive, the claim that stabilizers do that is actually a myth. After doing some exploring of my own, I found that people make this assumption because they start out by building on a single axis almost every time. This affects what you get out of stabilizers because of the fact that they determine efficiency based off of distance from the nearest reactor block. Think about it. When you move 4 meters along the x-axis, moving 3 meters along the y-axis adds a whole meter to your stabilizer distance without getting excessively far from your core on a single axis. However, when you move 20 meters along the x-axis, 3 meters along the y-axis doesn't do much, hence the assumption that the mechanic favors a single-axis build. Instead of outright believing me or denying me, why not try it out for yourself?
    Can you elaborate on what you mean? Maybe I've just been up too late when I'm reading this, but it doesn't make much sense to me. Stabilizers are a sphere, it shouldn't matter what "direction" I build my hull in, assuming I even build my hull first at all and am not doing systems first.

    Has it been proven that removing the decorations does NOT in any way grant an advantage over the originals?
    Would it grant an advantage? Probably. Is it enough of an advantage to MATTER on any large ship? lol, no. Luck with where your AI targets, how much the lag effects you, and the quality of the pilot and the pilot's PC matter a lot more than a few thousand k, max, mass of decorative features on a 50 to 500k mass ship.
     
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    tldr pretty ships can be veryyyyyy strong, but the system could still use improvement
     
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    Voxels are meant to provide creative freedom, but on some level they're working against it instead. In this thread I want to try to explore why, and search for ways to increase creative freedom. For the sake of discussion, I'll be using the old power system that everyone is more familiar with.

    The main restriction to creative freedom is the drive to be competitive in PVP and effective in PVE. Certain design decisions are more effective. Now, that in itself is not a bad thing. It's a very good thing because a ship's functionality is art too. It only becomes a bad thing when optimal decisions have very little variety and generally don't look good or leave room/mass/etc. for decoration.

    There is one basic principle biting Starmade in the butt. That's minimalism. A solution that is smaller and lighter but does the same thing is superior. It's cheaper and a smaller target. As any seasoned builder knows, this plays out by maximizing systems, minimizing surface area, and possibly using spaced armor. This generally leads to ships being full of systems that look like they were squirted into every available space within the ship's hull like so much expanding foam. This is known as "system stuffing."
    This is also known as "good engineering". For the design of every functional thing that has to work within a system of rules, the designer tries to maximise desirable qualities (speed, reliability, ....) and minimise unwanted qualities (cost, weight, ...). It doesn't matter if it's real thing like a car or a microwave oven or a roll of toilet paper (where the system of rules are things like physics and economics) or if it's a ship in a game like Starmade (where the system of rules are created by the game developer).

    The problem is that the system of rules built into Starmade has nothing to do with the system of rules people expect (from reality); and because of this "good engineering" means ships end up with unrealistic shapes.

    For variety; ships should have different shapes because they're designed for different purposes. The most efficient shape for a fighter should be very different to the most efficient shape for a carrier, and both should be very different to the most efficient shape for a bulk cargo hauler. That is what Starmade's system of rules should be trying to achieve.
     
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    This is also known as "good engineering". For the design of every functional thing that has to work within a system of rules, the designer tries to maximise desirable qualities (speed, reliability, ....) and minimise unwanted qualities (cost, weight, ...). It doesn't matter if it's real thing like a car or a microwave oven or a roll of toilet paper (where the system of rules are things like physics and economics) or if it's a ship in a game like Starmade (where the system of rules are created by the game developer).

    The problem is that the system of rules built into Starmade has nothing to do with the system of rules people expect (from reality); and because of this "good engineering" means ships end up with unrealistic shapes.

    For variety; ships should have different shapes because they're designed for different purposes. The most efficient shape for a fighter should be very different to the most efficient shape for a carrier, and both should be very different to the most efficient shape for a bulk cargo hauler. That is what Starmade's system of rules should be trying to achieve.
    As I have said before, "good looking" ships in any form are 100% possible, if you are unable to make it work then your personal lack of skill and/or knoweldge are to blame.

    We do not need "shape based balancing" because the "issue" the OP has presented already has a solution: Git gud
     
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    As I have said before, "good looking" ships in any form are 100% possible, if you are unable to make it work then your personal lack of skill and/or knoweldge are to blame.

    We do not need "shape based balancing" because the "issue" the OP has presented already has a solution: Git gud
    My ships are ugly because I'm lazy and don't care how they look. If I was designing (e.g.) real naval ships I'd probably just paint the whole ship's exterior grey. ;)
     
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    My ships are ugly because I'm lazy and don't care how they look. If I was designing (e.g.) real naval ships I'd probably just paint the whole ship's exterior grey. ;)
    Cool, but thats beside the point.
     
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    Cool, but thats beside the point.
    The point is probably too subtle.

    Imagine a large group of "role play" people, all complaining that ugly grey ships are unrealistic and that no military in the world would have a fleet of "purely functional" ugly grey ships without any decoration.
     

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    The point is probably too subtle.

    Imagine a large group of "role play" people, all complaining that ugly grey ships are unrealistic and that no military in the world would have a fleet of "purely functional" ugly grey ships without any decoration.
    Those "ugly grey ship" might not be realistic because they might not be well designed. I can't tell whether your talking about blue water navy or "future spaceships" but there designers won't be conceded with looks, but making it effective.

    Also dazzle camouflage was a thing, yo
     
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    Can you elaborate on what you mean? Maybe I've just been up too late when I'm reading this, but it doesn't make much sense to me. Stabilizers are a sphere, it shouldn't matter what "direction" I build my hull in, assuming I even build my hull first at all and am not doing systems first.
    What I'm talking about is stabilizer placement. A lot of people, when placing stabilizers, pick a direction and go out a certain distance before placing their first stabilizer. Because this distance is usually large, it gives the illusion that only continuing to build in that direction is conducive for stabilizer efficiency. Stabilizers aren't spheres, but the gradient in the range of efficiency has a spherical shape. Starting from the center, 5 meters up is equivalent to 5 meters forward. However, 5 meters up from 20 meters forward is not equivalent to 5 meters up from the center. And this isn't even taking into account the placement of reactors, which also plays a part (efficiency is calculated based off of distance from nearest reactor block).
     
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    What I'm talking about is stabilizer placement. A lot of people, when placing stabilizers, pick a direction and go out a certain distance before placing their first stabilizer. Because this distance is usually large, it gives the illusion that only continuing to build in that direction is conducive for stabilizer efficiency. Stabilizers aren't spheres, but the gradient in the range of efficiency has a spherical shape. Starting from the center, 5 meters up is equivalent to 5 meters forward. However, 5 meters up from 20 meters forward is not equivalent to 5 meters up from the center. And this isn't even taking into account the placement of reactors, which also plays a part (efficiency is calculated based off of distance from nearest reactor block).
    So you want to have multiple power beams on your craft that could be hit and the need to defend each and every one of them? It also blows up the size of the ship immensely. And even ships with one stabiliser group already have a lot of free space.
     
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    What I'm talking about is stabilizer placement. A lot of people, when placing stabilizers, pick a direction and go out a certain distance before placing their first stabilizer. Because this distance is usually large, it gives the illusion that only continuing to build in that direction is conducive for stabilizer efficiency. Stabilizers aren't spheres, but the gradient in the range of efficiency has a spherical shape. Starting from the center, 5 meters up is equivalent to 5 meters forward. However, 5 meters up from 20 meters forward is not equivalent to 5 meters up from the center. And this isn't even taking into account the placement of reactors, which also plays a part (efficiency is calculated based off of distance from nearest reactor block).
    Instead of having a ship that's hideously elongated in one direction (with a dense blob of reactors at one end and a dense blob of stabilisers at the other end), you're describing something more like an umbrella (a dense blob of reactors at the handle and a thin curved "dish" of stabilisers as the canopy) that's hideously elongated in many directions?