Make mk 1 power armour 6 x 8 instead of 7 x 7
Posted: Sun Dec 16, 2018 6:26 am
On first glance, you'd think that the difference in slots between the two power armours (7 x 7 vs 10 x 10) wouldn't amount to much, but in fact, it is huge, and in my opinion, the gap is too big.
In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual useful modules (legs, roboport, shield, NVG, personal laser), which are all 2x2 at least, the MK1 functionally only has 6 x 6 = 36 slots, a third of what is available to the MK 2. When you include the space taken up by the fusion generator (4 x 4 =16), you have a maximum of 5 slots for a 2x2 item, which works out to one each of Legs, shield, NVG and roboport. 1 x 2 batteries can fit in the extra vertical column, but there's nothing of use that can fit in the extra horizontal column unless you decide to forego the fusion generator for mass solar panels.
With one fusion reactor, the MK 2 has space for at most 21 4x4 modules, and practically speaking, including four batteries gives you 19 modules. By 'useful module count', the MK 2 is about four times better than the MK 1.
So I'm suggesting that the MK 1 have 8 x 6 slots overall, which would eliminate the dead space. While there's one fewer slot than before, all the slots can be used by useful items. Assuming you're using a fusion core and two batteries, that leaves 48-20 = 28 slots for 7 2x2 modules.
In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual useful modules (legs, roboport, shield, NVG, personal laser), which are all 2x2 at least, the MK1 functionally only has 6 x 6 = 36 slots, a third of what is available to the MK 2. When you include the space taken up by the fusion generator (4 x 4 =16), you have a maximum of 5 slots for a 2x2 item, which works out to one each of Legs, shield, NVG and roboport. 1 x 2 batteries can fit in the extra vertical column, but there's nothing of use that can fit in the extra horizontal column unless you decide to forego the fusion generator for mass solar panels.
With one fusion reactor, the MK 2 has space for at most 21 4x4 modules, and practically speaking, including four batteries gives you 19 modules. By 'useful module count', the MK 2 is about four times better than the MK 1.
So I'm suggesting that the MK 1 have 8 x 6 slots overall, which would eliminate the dead space. While there's one fewer slot than before, all the slots can be used by useful items. Assuming you're using a fusion core and two batteries, that leaves 48-20 = 28 slots for 7 2x2 modules.