Heh, stupid part is, I already knew the answer to my question, I just wanted to hear some more responses.
The numbers for the min techs simply need to be upped enough to make it worthwhile, that's all. Once you hit above the 400% mark things return to normal in that respect. Each of the last 2 techs should probably give 200-300% increases. And it would not unbalance anything because it is the ratio's of size vs sizemod that really matter, not the actual numbers themselves. |
What the heck are you are you talking about? Miniaturization as a whole, or a total?
Simple solution for the miniaturization debate. Remove size mods on weapons for hull sizes (since a weapon twice as large as another should do twice the damage at least, don't you think?) and remove all size mods for components that are affected by miniaturization.
Reasoning:
1. Simpler calculations
2. Less decimal rounding error
3. More realistic
a. I shouldn't be able to put the same amount of components on a large as I can on a massive.
b. Description of massive says it's 3000m long, you'd think I could fit more than 8 B.H. Eruptors!
4. Less complaints
a. About ship designs become over-sized, thus non-upgradeable without removing something.
b. About A.I.'s being able to stuff more components on ships than players. (How do they stuff 3 BHG's, 1 DR, 2 Ultra S, and 2 HwMk3 in a tiny hull?!?)