I'll be honest, I'm not sure about this,
Bench . I'll be the voice of doubt, the dude with the other perspective.
Mining and processing the mined goods is already a tedious business, especially with the bigger sector sizes each server's taking (to make space spacious and avoid multi-sector structures)
I definitely think this system should ONLY be implemented strictly ALONG with the cargo transfer ability between entities. If I run around a system for 3 hours to find and scoop up some mineable rocks, the LAST damn thing I want to do is spend another 1 hour going back and forth between my ship and the processing station's storage with the limited stack sizes.
It's weird to see how the modding community of such a small scale game as Minecraft went to simplify and automate mining and storage (almost every single major mod has some sort of automated mining and improved, compact storage) while Starmade, being on an almost incomparably larger scale, is going the opposite route.
This concept, if implemented, will make the steep learning curve even steeper. A factory setup will be exponentially more complicated (and bigger) with cargo storages having to be added to every single damn factory block (and ESPECIALLY to the capsule refinery every other factory block pulls the resources from) in order to make it possible to produce the quantities of hulls, thrusters, power blocks and other such massively needed blocks to build a proper ship.
I am aware of the direction you guys have been trying to limit ship and station sizes in multiple ways: the softcap on power reactors, the diminishing returns on thrusters, the damage modifier on system HP, the scarcity of blue asteroids desperately needed for shield blocks, the "buy blueprints with blocks" thing...
And now you drop this? Limiting stack size to a couple thousand blocks?
Congrats. This'll force players to simplify their designs even more.
The "buy with blocks" update already made it difficult for players who were trying to use nicely built, good looking, detailed ships (both exterior and interior) in a survival environment, because they had to run around getting all the different blocks and items making them so detailed. Inventories already couldn't hold all the different block types regardless of stack size.
Now you want to limit inventory even more, thus building and filling designs or blueprints up in survival servers will be even more difficult.
Which brings me to the question, when was the last time any of you did anything outside admin mode/creative mode in your own game? I have only seen
kupu ever play in survival, and I have a deep respect for him because of that.
Tread lightly, because gathering and manufacturing resources is already the most boring and inconvenient part of the game, and if you complicate the main creative aspect of it (building) even more, people will not even get to the other fun part (fighting) as they won't risk losing vessels they put several man-hours into building (in creative, most likely) and even more man-hours spawning in survival. At a point, you'll start losing more players than you gain, because new payers will just give up, being overwhelmed by the learning curve. I have seen it happen multiple times, despite our most sincere attempts to support those newbies (I never refused helping out a new player on a server with advice and even some resources). How complicated is overcomplicated? You have to ask yourselves that question.
If anything, you should do something similar to what Applied Energistics did to Minecraft in the ME storage system. Instead of limiting stack sizes, the storage capacity was limited by the number of different item types the storage unit would hold, and the maximum amount of items total it would hold. here, the limit should be the TOTAL amount of items you can fit into a storage, not the number of different item types. Let's say one cargo crate can hold 10K blocks total, in any combination. That could be 10K basic grey hull, or 2K grey, 2K black, 2K white, 2K glass and 2K red, or any other combination.
I could get behind that.
P.S. The question "How well is it scalable" must also be asked of each new feature. Not just ingame but in terms of performance and stability. I have noticed not once, that a new feature implemented revealed a lot of bugs after release only, when the major servers with a formidable player count took it to large scale. The most obvious case of this was the rail update, where ships at first couldn't even save into blueprints properly with more than 12 rail docked entities on them, and having multiple rail turrets caused tremendous lag for a good while even after the blueprints were fixed. (They still cause serious performance issues when entering the collision detection box of another entity that has rail turrets)