Since there was some discussion on engines, I figured I should start a new topic on them. Long Post!
Above is a list of the engines in the game, extrapolated from the game files. Several of the engines are named differently in-game. I added in the ratios to make it clearer where there are deficiencies. Thrusters and Fighter Engines are way out of balance. Engines in general are very expensive to fit on a ship. If we want to move away from very slow fleets, engines need a boost to make them more attractive and also differentiate the selection of engines to offer more significant fitting choices.
To that end, I revised the engine values in charts to give some idea of what could work. First is old, second with color is new (green = buff, red = nerf).
Cruiser Engine formula:
Thruster/10 units: 0.5 pwr + 1 crew (integrated reactor; uses less main power, more crew)
Maneuvering/10 units: 1 pwr + 0.5 crew (dispersed arrays are automated; uses main power)
Base Crew: varies
All new fitting requirements are equal or less except for the heavy thrusters
-Dreadnought Engine: best benefits/module slot
—Original engine used 2 beam lasers worth of power (2x medium engines were better), new version has clear benefits over smaller engines and will encourage faster DNs, slightly better thrust/mass to encourage use over cruiser heavy engines
-Cruiser Heavy Engine: high thrust / moderate benefits / good power consumption
—Buff to maneuverability and fitting requirements
-Cruiser Advanced: high maneuverability / high benefits / good HP
—Original 30 power was way high, was one of the best choices due to best benefit/cost ratio; new version slightly weaker and costs more, but less power
-Cruiser Medium: good benefits / good price / good fitting requirements
—Was the best power/benefit engine; new version is buffed to be best for cost and fitting – drawback is moderate power/module slot ratio
-Cruiser Light: bad price / best fitting requirements
—Had best fitting requirements and decent ratios for cost and mass; new version is cut-down in exchange for even better fitting requirements for leftover module slots (like the GSB1 basic cruiser engine)
-Cruiser Heavy Thrusters: best maneuverability / high benefits / high HP / expensive / high power
—Old had horrible ratios for mass and cost; new version is huge buff – will make cruisers turn faster/combo with other engine types
-Cruiser Thrusters: niche thrust / low fitting requirements
—Old was even worse than heavy thrusters; new version has good efficiency and can also be used as a minimal thrust engine
Frigate / Destroyer Engines
Overall these engines were too expensive and had too high fitting costs. This is a small step towards shifting credits and fitting costs from the engines to weapons and equipment.
Biggest change is thrusters: Heavy Thrusters have huge maneuverability, but have high cost. Frigate Thrusters lost their small thrust rating to discourage cheap frigates with minimal engines (due to the massive reduction in cost of the new thrusters).
All new fitting requirements are equal or less except for the heavy thrusters
Fighter / Gunship Engines
Question: What is that Fuel Burn property on FTR engines and why does it not show up in-game?
Largest imbalance is seen here with benefit/mass. Gunship-only engines are completely useless due to their really bad thrust/mass ratio. Yootani has extremely good benefit/mass. Problem is that changing these engines could radically change the speed of fighters… so no change ideas yet.