I'm looking to build a small cloaking corvette, with a main 1mil power reactor.
That puts it on the 6500 blocks weight class
Now i was looking for a good block allocation for it; without much details here is what I was looking at
1% warp drive
4% ion beam
10% thrusters
20% energy
5% salvage
10% main weapon
10% hull
20% turrets
20% shield
What do you think? Suggestions?
I'd drop the hull, reduce the thrusters to the minimum necessary to still be able to chase your targets, remove the salvage beams entirely (you can get in the core and stop the ship from exploding, and then just take it apart in build mode, or bring a friend with a salvager, or dock your cloaked ship on a battleship with a docked salvager).
I'm not sure what I'd do with the shield, since I'm unfamiliar with how the equations for that has changed of late. I'd keep some, since otherwise your power generators will get shot and you'll lose stealth.
You don't need hull - it's just wasted mass - and only need enough shields to avoid getting hurt for the brief moment that your cloak and jammer is down when you fire your alpha-strike, and then re-activate your cloak and jammers and get out of the way of anything launched in your direction. (In a previous version, as a proof of concept I had a cloaked boat which looked pretty much like a + with missile boxes on the front, which spammed deadfire missiles that burrowed right through enemy ships if they could get through their shields, but this was before the new weapons system)
I assume power generators and capacitors are still the same. As you increase the size of the ship you'll need more capacitors, so there's an optimal point which depends on the configuration of your generators, and maybe how much extra capacity you think you may need. I did the math using (roundup(max(regen-20000,0)^(1/1.75))) and the optimal point for using four generators was at 400 blocks in an optimally designed pattern per generator. E.G. In a hollow cube frame with holes in it to separate it into four generators. Obviously that's highly vulnerable if it gets shot, and the more of the potentially stealthable mass you use, the faster your stealth would fail if a generator gets a hole in it.
Total mass that can be stealthed in that configuration is 664.96, requiring 2648 capacitor blocks for a total of 240.16 non-generator non-capacitor stealthed mass (2401.6 blocks, if everything is 10 mass).
My doctrine for using that would be to (a) not hunt things you can't kill with your alpha strike, or at least not hunt them alone, (b) aim for the core with either a deadfire missile alpha strike or a lock-on missile alpha strike (Last time I played, lock-ons were more precise and focused, and dead-fires would just fly in a straight line in case you wanted to wreck half a ship). I don't recall if you need to use the combo system to get deadfires or lockons, or if one of them is default. If one isn't default the combo system might be wasting your mass. But I don't know what's the OP thing that everyone uses for missiles - you probably want to use that if it'll work.
I'm not sure I'd put turrets on, unless you can make the missiles more efficient that way, and iff they won't fire until you want them to, and will fire at your target's core only. (Last time I played, IIRC, they completely ignored the 'shoot my target' order, didn't fire deadfires, and the seeking missiles flew in circles and then usually blew up (or tried to blow up) a neutral ship/turret. I had some success with a missile pod, but that's only when I was dropping it next to a declared enemy or pirates and I was in a guild (and so was my ship and all its turrets, which was expensive), and no neutrals were in the area. I hope hope hope that's all fixed, since it's been months since then.)
P.S. So... they sell credits, which is basically selling power. How do you know they won't ban you because you get too powerful and a donator doesn't like you?