I have one idea on this could be the case. It is all about he how the shield is projected, so to project the shield from the shield generator, we need some sort of emitters, shield emitters.
Shield generators works on creating a field, that is measured in power/area and is regardless of how many shield emitters there are. Call is resonance bonus or something between shield emitters, and stacking shield emitters to close would remove this bonus, so there is an optimum number of shield emitters to place on any given ship, and having to many would create a weaker shield.
So small ships have fewer shield emitters and bigger ships have more.
Since the overall shield strength now comes from how big area your shield has, then on a big ship, your shields is stronger due to a larger area, compared to a smaller ship. And due to different shapes of ships etc, that is why we can see different shield strength due to hull layout, as we might need to use more shield emitters on some ships to get full coverage of the shield, and thus giving us a negative bonus.
Some rambling about tech totally unknown to us, trying to explain things in simple terms. But this could explain the conundrum.
Honestly, your guess is as good as mine. It kinda makes sense (I guess), but we won't really know how accurate it is until FDev goes and explains the various bits and pieces of our ships that are involved.
We also know there are other shield tech being developed, that did have segmented shields that would allow us to focus our shield strength in various segments, but that tech does not appear to be ready for general use.
Interesting, I don't remember anything about that. I'm just wondering how the pilot would get it to work, seeming as they are already so busy. Maybe it would need an additional crew member to use it? I can imagine something along the lines of having the gunner manage it by pointing the guns in the direction of the biggest threat....
As for other shield tech, I remember seeing a suggestion a few weeks ago about a reverse engineered thargoid shield as a tech broker unlock. It would have charges like an SCB, would have no passive regeneration, and would naturally decay over the course of a few minutes. It was quite interesting, although it would probably need some fine tuning to be balanced.
Good post.
Since Sensors and Life Support can't be downsized, I'd view those two as properties of the hull rather than replaceable bits. The sensor modules presumably mostly run around the outside, and the life support spread throughout the interior, rather than being modules where you can move a bulkhead and fit a different size.
Dropping the internals to 5-3-3 in exchange for a class 4 distributor would be very tempting on the Cobra, though - go on, Frontier, give us a Cobra IIIa with that layout![]()
Generally, I don't like to screw with the sizes of sensors and life support on hypothetical ship rebuilds. That said, in this instance I figured downsizing the sensors was the best option since you would not lose much capability and the alternatives were downsizing the life support (you'd be permanantly stuck on emergency oxygen I guess?), having a class 2 distributor (please no), or a 5-3-2 optional internal setup. I hindsight, the 5-3-2 optional internals would probably make more more sense than the downsized sensors.
As for the Cobra IIIa you wanted, you still have 4 free units of volume, enough for another class 2 internal. FDev could potentially sweeten the deal a bit and make the optional internals 5-3-3-2 and still give it the size 4 distributor (4-4-3-3-2 or 5-4-2 would also work)
What about some form of "cloaking" which makes Small ships invisible on Radar if certain conditions are met... a bit like "silent running" but not where your ship decides to massively overheat?
That could become a benefit of using Smaller ships, I.e. you activate the temporary cloaking module as you fly passed a large vessel and due to your agility in turning, the medium vessel may not know which direction to turn and face you giving you a cleaner run at the target on the next pass. So they lose lock, and lose track of you on the radar basically.
Yeah, this could work. It might be a bit overpowered, but it could work. I'd say the main limiting factor of the module would probably be a very limited duration (30 seconds max) followed by a cooldown at least as long as the active time of the module. Perma-stealthing small ships would be exceptionally annoying to play against, so there would need to be at least some period of venerability (or at least some downside like silent running has).