Also applicable to Cosmoteer
And Factorio: Space Age
As some one currently redesigning a box space ship in Factorio I can confirm this.
I've made ships that have made it to the first 3 planets.
They never make it back though, and I always forget I need a way to use the research on each planet.
The bioplanet with its stupid item half life timers can fuck all the way off though.
factorio spaceage is very much like this
AZUL CRESCENT IN LEMMY??? YOOOOO

One thing I miss about reddit was seeing all the new Azul comics shortly after they are released. Now I see one of these every so many months and go check out their page to catch up.
She's got a fedi account she posts her work to, https://tech.lgbt/@AzulCrescent
And at the very least RSS is an option.
Honestly it's kinda fult of the game maker to not enforce some constraints that would force some cooler designs.
I've tried to think of an algorithm that would make it at least allow for less boring designs being nearly as optimal, but I can't. It could be a surface area requirement to break cubes, but then you just end up with circles. The tile limit promotes cubes for the fewest wasted tiles to walls. The range limit doesn't do much except add a gameplay and design component on how you want to expand.
I don't know what constraints you can add (or modify) to improve the design. Maybe having the option of different types of engines that don't have to be on the rear (or facing out whatever direction you decide)? Maybe they could change how ship defence works to make you need to design more interesting defences into your ship?
There's no good algorithmic solution I don't think. It just needs to be some external force that makes the existing optimal design not as good in some way. It's the same issue with the kill tunnels though; they can tweek it forever, but there's always going to be an optimal method players will abuse.
Haven't played the game, but maximizing surface area for cooling would work. IRL, cooling is a big issue for space craft that do more than just coasting with an occasional short course correction burn. Space might be cold but its near-vaccum is an incredibly good insulator.
So if heat management is a thing in a space game, this would encourage ships with more surface area (so non-boxy, non-circles). At the same time logistics within the ship would favour boxy/circle-shaped ships, so you'd have two contradictory design goals requireing you to find a good compromise between both. That should lead to some more interesting designs.
In avorion the physics simulation is pretty accurate, for example RCS thrusters placed farther away from the center of rotation are more efficient. However, still no air resistance in space so I just make bricks with struts coming off them.
Mildly impossible, there are some limitations of geometry itself that make certain designs optimal no matter how railroady the game mechanics, and naturally players will optimize the fun out of anything.
Ahaaaa I thought I recognized azul crescent :3 she's delightful~
She's great!
Should have made a hexagon
Starfield. I want it to look cool. But I also don't want to climb the damn ladders inside my ship, so I end up with a big flat slab.
It STILL pisses me off how god awful starship building was.
Its like.. how can you not fucking conceive that I might want stairs in my ship.
or control where the fucking doors/ladders go.
but no.. we have to generate laberinthine messes because apparently the power core is a goddamn minotaur.
In space, shape doesn't matter as much as mass center. Here's the spaceship Sidonia from Knights of Sidonia

Cool design ! This sent me for a small research loop, wondering if there is any connection to the song from Muse Knights of Cydonia. The song came out in 2006 and the first manga in 2009. Most likely explanation is they are both named after the Cydonia region of Mars. Probably, the manga got translated back from Japanese phonetically.
Unless you go really fast, then an aerodynamic shape becomes super important again
That's okay, it's a Borg cube.
We are the Box-shapes, resistance is inefficient.
Space Engineers have a guide for that:

I mean.. you cant exactly be shocked, when cube/square based objects are the second most efficient shape in a cube/tile based world.
As for what the most efficient shape is, well, anyone familiar with RCE should know that one by heart.
This is, in concept, why my brother won't play space engineers with me.
ISO 9001 Human Starship. Brick. With guns.
I did this in the first Kingdom Hearts. I maxed out the number of gummies I could use and basically made a giant cube with a bunch of wings and guns and stuff. It was actually pretty good.
500 named thrumbos and 2600 harvested kidneys later:
2600 kidneys ?? That's rookie number.
Why only harvest kidneys when you can harvest anything until nothing left ?
One lung, one kidney, liver. In that order. Kidney affects blood filtration which means infections are more likely. You could do the heart but there are currently no ways to get any sort of artificial livers while there are artificial hearts. Plus livers and hearts sell for the same price if that's your vibe.
This is fascinating to me because i always end up with a cross between a Terran battlecruiser from Starcraft and the Normandy SR2.
Need to get oddessy and see if that persists there.
I'm surprised anyone has the patience to get to a space ship. I get bored late midgame when you run out of steel and have to juggle caravans and a colony which is constantly beset with attacks and adverse conditions.
It's such fun game. I will never see what happens past midgame.
Oh absolutely. I have hundreds of hours logged, probably over a thousand now. It just gets so complicated and intense that I give up before getting anywhere near "end game".
Rimworld is the kind of game people beat once, then switch to Randy (the only non-modded story teller that allows for indefinite gameplay) and just build big honkin castles, or go on genocidal conquests, or try to eat the entire world population.. often paired with the genocidal conquests.
In the Odyssey DLC, there is a scenario where you start with a ship.
Raid strength is proportional to your wealth, as shown in the history tab. You can reduce raid strength by donating wealth (using caravans or drop pods) to potential allies.
I think this refers to the new (awesome) dlc where your base is a spaceship
I played Cosmoteer before this DLC came out. Everything ends up being a box. I'm guessing FTL and similar games also have that problem.
Me playing Kingdom Hearts.
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