Miniturazation makes items bigger!

All items get bigger the bigger the hall is.. while it makes sense for some items such as engines it does not make sense for weapons and sensors and colony pods and the like... the real problem however is that miniturazation actually makes items take MORE space (while also increasing the amount of space available on ships).

EX: when researching one level of miniturazation my cargo hulls gained 10 extra space, but my best engines changed size from 7 to 8.
4,019 views 9 replies
Reply #1 Top
That's, unfortunately, the way it is designed. Miniturisation increases the amount of space in the hull, and the size of components is determined by hull size.

Honestly, I think a better way to do things would be to fix the size of components for each hull type instead of hull size so that a Huge Hull's engines would always be the same size regardless of miniturisation's bonuses to hull size.
Reply #2 Top
I know for game balancing issues that the components change size with hull size but its still a big pet peeve of mine. The AI is or being held to be the greatest AI around for gaming, and truthfully I believe it does a superb job.

I just can't see my Electronics Chief coming up to me and stating that system A (which is small) does the same job as system B (which is electronically a copy of A only bigger), but due to the f act we are classifed as a large hull we have to install system B.

I have always held to the belief that miniaturization by increasing the hull size is a radical and super idea as your only having to change size on one object vice hundreds... however, you lose the brownie points by having a super idea when you go back and increase the size of components anyways due to hull type.

W/R
Suralle Straykat
Kat Lord @ Large
Reply #3 Top
I've noticed what I think is a bug regarding Huge vessels and miniaturization. In my current game, I have a 170ish Huge hull, and a Mass Driver, which is stated to have a size of 12, only has a size of 6. BUT! It requires 12 places to be placed. Since there are no items smaller than 5, I always have about 4 excess points. Why is this happening?
Reply #4 Top
I just can't see my Electronics Chief coming up to me and stating that system A (which is small) does the same job as system B (which is electronically a copy of A only bigger), but due to the f act we are classifed as a large hull we have to install system B.


Well, I think it depends on the system. If your system was a life support system, you'd expect it to be bigger to accomodate the larger crew and larger environment, and if it was an engine, it'd have to be bigger to move a larger mass.

Defence techs would be bigger to accomodate the larger area one has to defend on a big ship (increase in circumference of shields, larger target means more point defence to cover the whole ship, larger surface area for armor), but weapons you'd expect to remain the same size no matter what.

And for all of the above, you wouldn't expect them to get any bigger if miniturisation created more space for components, which means, I feel, that module sizes should be tied to hull type and not size.
Reply #5 Top
Damn good points Reveilled. Every one of them.

W/R
Suralle
Reply #6 Top
I've noticed what I think is a bug regarding Huge vessels and miniaturization. In my current game, I have a 170ish Huge hull, and a Mass Driver, which is stated to have a size of 12, only has a size of 6. BUT! It requires 12 places to be placed. Since there are no items smaller than 5, I always have about 4 excess points. Why is this happening?


I've also seen it a couple of times. After researching one of the Miniaturization techs my new design was using less space (than stated) for each component. I could create mega-powerful ships and quickly conquered the whole galaxy
Reply #7 Top
I think this may happen if you delete an old ship type, and then create a new ship with the same name as the old design... At least, that's the only time it has happened to me anyway.
Reply #8 Top
Honestly, I think a better way to do things would be to fix the size of components for each hull type instead of hull size so that a Huge Hull's engines would always be the same size regardless of miniturisation's bonuses to hull size.


Do you have any idea what that would do to the game? It'd make miniturization techs God, make any weapon but lasers worthless, and make any ship above medium size utterly useless.


I've also seen it a couple of times. After researching one of the Miniaturization techs my new design was using less space (than stated) for each component. I could create mega-powerful ships and quickly conquered the whole galaxy


That may have been the "Upgrade" bug that was supposedly fixed in 1.11. If you upgraded a ship in 1.1, it didn't take hull size into account when determine component size. So you could make very powerful large ships.
Reply #9 Top
ok here is what needs to be done.

1. Make all weapons/sensors/colony/constructor/etc have a fixed sized which is relative large. (ex, lock them to the size on a medium or large ship, with no bonuses)
2. Make other systesm (life support, shields, armor, etc) be locked to a hull size, not the amount of space available (ie, large).
3. Make miniturazation bonuses smaller. (ie, +5 instead of +15)

it will take some rebalancing.

However, without TOTAL rebalacing of the game you can just:
1. decrease miniturazation slightly (+10 instead of +15)
2. Lock sizes to basic hull size (ie, for large use the default 55 size instead of current size to calculate the size of items).