Did I read the table wrong? If I did then please explain it to me because I don't see the sense in this. I realy don't understand. I'm not trying to be a flamming fool. Thanks. |
The first column is the amount of Miniturization gained at each level of tech. The second and third columns are the total amount of hull size taken by a single Sensor I or Sensor IV. When that % rises it means that the hull has gained enough space that the sizemod made the componennt 'grow'. And when that happens, the net available space on the hull has decreased. For Sensor I, going from the second to third to fourth levels of miniturization in this example with the EXACT SAME SHIP DESIGN, you go from having 2 spaces free, to 1, to none at all. With the smaller sizemod on Sensors IV, the swing is enough to actually affect the number of sensors you can fit--meaning some designs could become unbuildable after advancing your mini skill due to 'too little miniturization'.
The problem is not with rounding. If things were rounded instead of being truncated, it would just change the amounts of miniturization skill that cause bumps in the graph. The only way to 'fix' the problem is to change sizemods to be based on the bse hull size and ignore miniturization. Then while components would still vary in size from hull to hull, they'd always be the same size on a particular size hull no matter what miniturization you had.
FYI, the reason miniturization works by increasing the hull size instead of decreasing components is because rounding would make it useless in the latter case. But that is not a problem, the problem is simply that sizemods are affected by miniturization. If they weren't, you would indeed always gain the proper amount of space on your designs--making miniturization much more powerful than it is now.
Will a moderator or someone who actualy wrote the code please explain
to me why the missile weapon "black hole generator" takes up 11 size on
a tiny hull (can put 1 on at top mini tech researched and have room for
other stuff) and a 14 size on a huge hull, or is it a larg hull. |
Game balance. Making components larger on large hulls is the job of the sizemods mentioned frequently in this thread. Each component has a base fixed size, plus the sizemod, which is a certain % of the hull's capacity. You may believe that certain components should not have sizemods, but the devs have given them to the ones they have for balance purposes. It was their descision that the primary function of larger ships should not be vastly greater firepower, but an ability to take and absorb more damage (more HP, more room for defenses). And designing ships toward that end alone makes them nearly invincible to smaller ships, which have little/no room for defense and insufficent firepower to punch through the capitol ships' defenses.
Simply stated: which components have sizemods and how large the sizemods are has nothing at all to do with what might be more realistic. They are purely designed for game balance.