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?!?)