I have actually been looking at this on and off for a while now (well since I suggested it) and it's hard. One problem I've had is calculating the size for a cargo pod/cargo bay. Do you squeeze the pods in like, well peas in a pod, (sorry ), or do you leave room around them so they can be moved around within the bay. If you just want to unload your computers and they are at the back of the cargo bay, can you move them out easily of do you have to unload everything else first? I'm coming to the conclusion that realistically a cargo bay needs to be about three times bigger than the volume of the number of pods it will hold...and then we don't know what size the pods are anyway! Indeed they may vary in size. We'd need to use the biggest as our benchmark.pagroove wrote:So what's the solution? Here's one. Size matters.
We perhaps should apportion sizes (physical dimensions) to equipment and cargo. A drive/thruster should be X metres cubed (M3), an energy bank should be Y M3 a laser should be Z M3 etc. For a ship to be 'Valid', the cubic capacity of the ship can be calculated from its dimensions. A sensible amount of this volume (say 5 cubic metres) should be ear-marked for crew space, and then 75% of the rest can be for gear. The left over 25% is for access ways etc, and to recognise that not every cubic centimetre is going to be useable.
The 75% of room can be filled as you see fit...loads of engines if you want speed, loads of cargo space if you want to haul stuff, loads of energy banks if you want durability, with perhaps a nominal volume for a 're-charger' - the higher the recharge rate the more 'rechargers' need to be fitted in.
Deciding on the the actual sizes of equipment could be the subject of a new thread, and one that I hope would include as many people as possible.
As it's not likely any of this will be coded into the game, I suggest a Wiki page in the OXP section could be devoted to listing the equipment and 'official' sizes thereof, and OXP authors should be strongly urged to use this method to calculate what works and what doesn't.
This method could potentially still lead to a few 'silly' ships (eg mega-fast) coming along, but at least they would be 'possible' within the parameters set, and this method would force them to be well balanced.
Sorry for reviving this discussion. But I hope someone is going to do whats suggested here. Of course we then have to make a list ship parts. After this is made we could quickly see which ship are unbalanced.
Consider this;- If you scoop up 1T of slaves (a slave), that cargo pod has got to be big enough to contain the slave (who could be a 1/2 ton alien of some sort), along with supplies and life support equipment. That's a BIG cargo pod!
Like I said, it's proving far from straight forward, but I am (slowly) working on it.