but it also multiplies by 3 the burn time that is already very long with ion engines. I know what it is to wait for your ions to burn for hours. I wouldn't call multiplying this by 3 a little change.
You are right. I missed this drawback. But this drawback disappears if we keep 1.5t thrust. There will be no multiplying acceleration time by 3 times. We just make ion engines 3x times heavier and that is all. In comparison to all mothership weight, it will make like +5% or +10% more time for acceleration. Not +200% time.
So the goal is still achieved with no drawbacks at all, since 5% or 10% change it negligible - players can simply add +1 or +2 more ion engines to cover this and get back their original acceleration speed.
Plus my original plan presumed, that people just place x3 time more ion engines to restore their desired TWR back. I didn't plan to force them to use x3 times more time for acceleration at all - that would be a huge drawback for nothing.
But why burden them with adding more ion drives, if there is an even better solution, which you showed up.
But it's still possible to use them for lift-off and landing.
And that is very good. It should be possible. And it shoud be easy to do. So everyone could have their fun with the game. No limitations.
The goal is to keep this possible and everything else possible, while easily fixing the gameplay flaw at the same time.
I made it with my throttle intentionally reduced to 33% to test your setting:
...
See, it's still very efficient, to the point it's ridiculous.
And now it is still more efficient, than using chemical engine. But if your landing module would require at least one solar panel and at least one battery module with correct weight - then the amount of fuel spent and the total weight of landing module will put ion engines on one level with using chemical engines - game balance will be restored. While using ion engines for interplanetary movement will remain the same as it were, just 5%-10% slower, which can be easilty fixed with adding +1 or +2 ion drives to original mothership design.
I see no problems at all - only major benefits and improvements.
That's why I said it wouldn't fix the problem.
That is why i added battery module rule, solar panel rule, and mandatory ion engine's direct connection to battery module rule. All that will fix the problem without hurting anything else.
You are presenting a problem like the ability to land with ion drives - i don't recognize it as a problem, i recognize it only as a good side of the game. The problem is: the imbalance with engines.
So i just offer a simple way to restore balance and all problems goes away, and benefits come instead. When we simply can regulate balance with engines by changing battery module's sizes (like different fuel tanks sizes), shapes and weights, and changing ion engines weights, but we are keeping 1.5t of thrust for players' convenience and compatibility with their old blueprints.
I didn't made too much testing - x3 of weight seems close to best number, but maybe more than 3 or less than 3 would be better. That would depend on final settings on the shape and weight of battery modules.
But if you reason that way why not leaving everybody the choice to use ion engines as they like? After all I consider them myself as cheating, but I didn't say anything when you used them to send 180 tons of payload to the Moon.
When my 70 tons ship visited all 8 Saturn's moons with landing on each one in one flight at realistic level of game difficutly - i understood this all myself.
One landing and take off from Moon eats only 1-2 tons of fuel totally, even much less than 1t if moon is small. And we are carrying big astronaut module!
I understand if in real life some small probe of 3-20 kilograms can land and take off with ion engines - but carrying 4 tons of astronaut's module plus several tons of fuel with it? That is totally different story.
So if somebody wants to have a lander with ion engines - it would be fair to have it loaded with battery module and solar panel, that will require to burn more fuel for landing itself (remember - ion engines are also x3 times heavier), but still the amount of used fuel will be less than with chemical engines. But the entire landing module with ions, battery and solar panel will be much heavier now, than module with chemical engine - and moving that more heavier module between moons or between planets will require more fuel again - and here we will finally reach full balance in efficiency between entire systems with ion engines landing module and chemical engines landing module, and between entirely different game strategies. So - i see only benefits here, i see no problems.
And then once again - i just did launcher from Earth ground, which has only ion engines and it brought almost 1000 tons to orbit without even been optimized between stages - and that is at Realistic level of difficulty. That is totally botched gameplay.
But this is precisely what I'm calling a downgrade. Lowering the acceleration means that you increase the burn time. The burn time is already very long in practice and it's the main reason why players spam ion engines. If it makes ion engines unplayable in practice I don't see it as a good solution.
You are correct here, so i propose to keep full thrust of ions as it is then, and reaching the balancing goal from another direction.
By lowering its thrust by 2 thirds, you end up with a TWR of 0.16 (what I had in the test above). By adding 1 ton per ion engine you add 4 tons overall and you end up with a TWR of 0.36. If the purpose is to make that ship impractical as a lander then it doesn't work because 4 tons of additional mass would have been less of a penalty than having the throttle capped to 33%.
You are totally correct here too. And that is when battery module rule and solar panel rule comes into play and totally fixes this imbalance.