User blog comment:AdmyralDoc/In response to Mace's tech post/@comment-27404954-20160816145303/@comment-32153758-20160816170341

About the Korrina II, my bad.

As usual, my wording is a bit off. However, the process of the same ship type being used over again is an indirect, but influential result of this whole tech shenanigan.

If technology and roleplay posts are bypassing the standards that the game has set for us, then we have reached a boundary that shouldn't be crossed.

That is something I am stressing at the moment.

The cost-benefit analysis simply does not apply to this kind of game, or really this roleplay when you think about, when talking about capital ships.

No matter how thin, spindly, aerodynamic they are, or fat, obese, packed with imaginary weapons, in this world where technology is deafening the game in which our roots originate from, capital ships WILL be slow.

They simply WILL. You expect a 5km-2km ship to turn fast? Regardless of structure, width, etc, they just can't maneuver.

Light ships are usually frowned upon on, since these days, capital ships can absolutely destroy any mass of them. Most of roleplay is fought with 5km-2km long ships, with 5km being long and stretched, and 2km being kind of fat (other than Narada).

None of those ships could turn fast, atmosphere or not, if they tried.

So back to what I was saying. The cost-benefit analysis really means nothing in roleplay, as you can't trade any speed for structural stability.

A point Mace made a while ago, back then (and we should be doing it now), toughness levels were a HUGE factor in gauging a ship's power.

The kinds of technology a certain person has been pumping out COMPLETELY NEGATES THE TOUGHNESS, instead focusing on the skinny problem instead. To ignore toughness like that is simply... despicable. People work hard to make their toughness levels higher, and to have that all thrown out the window by two large cylinders on a ship that apparently do something in RP, because your ship is skinny at a certain part, is degrading.

One counterargument to my post, is of course, laser beam ships. In spite of them being almost entirely RP, I'm willing to let them in. Why?

Because the ones making them know what they are doing, and how to keep them balanced out.

I don't know if there are others, but I know Owl and I have ships dedicated to firing extremely large lasers in our ships. Owl's laser is more like a pew pew explode laser, while mine is more of a sustained melting and eventual quick death laser.

But the common flaw is that they usually have depressingly long reload times (Owl's ship is 18 hours, I'm still trying to work out the stats of mine), and structurally are not very sound.

So the moment they fire, they could probably be tracked, ambushed, and murdered, to compensate for whatever ship they just murdered.

The inclusion of laser ships like I just mentioned above is an example of tech used well in this RP, and quite balanced as well.