So I've played around with the larger reactor and I like it. But I keep designing my ship as if it were a normal reactor - on purpose to see the side effects.
A few wish list items that could accompany this:
Reactor with built in conveyors. Walking at 75% speed from one end to another seems to negate its usefulness. Crew entering on one side to deliver on the other is just painstakingly slow.
I seem to need the energy the moment something runs out but I see it is on the way. Perhaps another crew behavior option that states, "Have ammo/energy in route when supply reaches XX%". Maybe implement a slider that represents a percentage of when crew should deliver supplies. 100% means always in route, 50% means when energy or ammo drops below 50% and 0% means only when its empty.
Having that option paired with choosing the reactor to pull from would probably eliminate the need for larger reactors. But I must admit, I love the 3x concept!
Also I don't like the idea of crew walking slower because they take on a bigger load. Instead, I have them gather longer. (Another behavior option) Allow 2x, 3x, 4x or 5x loads! But that would increase the "gather" mode so if it takes 1 second for normal gathering, then it would be multiplied. But this option is defined by the weapon or part that needs the ammo.
Maybe even a two part option. Max gather time (crew based) and max load (part based). So this covers all scenarios. If a crew member is trying to gather energy from a reactor but its empty and his load capacity is set to 3x then max gather time would force him to move to the next reactor or deliver what he currently has. This would cover all scenarios across all weapons for fill as fast as you can vs fill as much as you can. And it won't impact any conveyor builds already in flight.
After careful consideration the above still won't solve the problem. Walt - when an energy weapon is firing, some internal calculation fires that signals a crew member to restock its energy. What happens to that internal calculation when the weapon is out of ammo? Does it still calculate?
The reason for my question is because it should still calculate as if the ammo in route had made it. Then when that is expired, it should prompt another crew member to start delivering more ammo. To feed that constant supply. This is like my biggest pain point of not seeing enough supplies delivered by the crew. With the current game state, I'm happy to over delivery and waste resources.