Miniturization and ship size...

It butgs me

So Miniaturization and capacity seem to be unified under the way the system currently works.

If I build the Hyperion Shrinker and surround it with Military stuff, I can get my medium size ships that start out with 50 capacity to suddenly have 180 or more capacity.

This is counterintuitiive on several levels mostly with the fact that we can stick things like Carrier Bays, and Transport pods and things that realistically can not be 360% smaller and still hold people. 

Also weapons such as mass drivers and missiles need mass to be effective.   

I think it would be better if the research gave two different approaches.  

1.  Miniaturization which actually reduces the size of the components we put on the ships.    Life support A was 10.. now it is 6 
2. Capacity/Efficiency bonuses, which increase the available space on a ship.

If the computers on a ship once took up a whole room... but now take up a slot the size of a cell phone.... then hey we can fill that room with warheads now right?

 

Just some thoughts.

 

 

 

3,784 views 4 replies
Reply #1 Top


1.  Miniaturization which actually reduces the size of the components we put on the ships.    Life support A was 10.. now it is 6 
2. Capacity/Efficiency bonuses, which increase the available space on a ship.
End of quote

 

That is how it works 99% of the time in the game.  System tech branches offer miniaturization specializations for those systems, while engineering offers hull capacity increases.

 

The one really big exception is, as you point out, the hyperion shrinker.  It's carried over from past games, but with the changes to miniaturization and capacity, it doesn't really fit in.  It's more like a hyperion grower.

Reply #2 Top

Quoting Turkwise, reply 1
The one really big exception is, as you point out, the hyperion shrinker.  It's carried over from past games, but with the changes to miniaturization and capacity, it doesn't really fit in.  It's more like a hyperion grower.

End of Turkwise's quote

Well, at least a few techs will increase Hull Capacity. With the point of the tech saying that it's more of a general purpose thing that affects everything.

Personally, I love the Shrinker.  Presuming that they can actually get it to work in GC III, that is. :p

Reply #3 Top

it works awesome in GCIII

 

I'd almost say it is broken it works so well.      I just think how it works doesn't exactly make sense as it does not reduce the size of items... but rather increases the capacity of the ships...

Reply #4 Top

Quoting BuckGodot, reply 2


Quoting Turkwise,
The one really big exception is, as you point out, the hyperion shrinker.  It's carried over from past games, but with the changes to miniaturization and capacity, it doesn't really fit in.  It's more like a hyperion grower.




Well, at least a few techs will increase Hull Capacity. With the point of the tech saying that it's more of a general purpose thing that affects everything.

Personally, I love the Shrinker.  Presuming that they can actually get it to work in GC III, that is. :P

End of BuckGodot's quote

 

What I meant was that we have techs that say they increase capacity and they do.  Then we have techs that say they shrink parts, and they do.  On the other hand, Hyperion Shrinker breaks this "rule" by calling itself a shrinker and then increasing hull capacity - it does the opposite of what you might expect, given the descriptions and names of the other miniaturization available in the game.


So really, it's all about the name being somewhat counter-intuitive.

 

It makes sense to GC2 players, because that's exactly what the Hyperion Shrinker did in CG2, but anyone new to the series is probably going to be confused.