Thats my point. I would have much preferred a stack system like minecraft instead of a weight system like we have now, much higher numbers of course. You can still only carry around a max number of blocks, but you arent limited by weight, and it doesnt affect your ships ability to move.
Edit: and why cant you remove blocks when you are overweight, just make it so the player moves slower, up to a set limit, where it makes it so they cant walk at all.(this would literally remove all problems with it)
This has more or less destroyed the ability for players *not* to have a starbase, now they need one. i mean i was going to build one eventually, but for someone like my brother, he cant do what he enjoys!
This is still over exagurating. Building a cargo hold on your ship, using the cargo system, can provide you with quite a bit of room for added blocks. Using this system to make the cargo hold a personal cargo allows you to use this hold from astronaut or build mode without having the blocks in your inventory. In fact, this means that you can access more types of blocks than before, since cargo can now effectively have every single block in the game in a single hold, dependent only by mass.
The bonus energy regen based on group dimensions has doubled, but each block apparently still gives only 25 e/s base. The problem is that you literally cannot make a bigger gun on a smaller ship without getting an entirely new ship, because there's absolutely no space for it left.
I've got a player in my faction who's now permacloaking a 3k mass heavy armor tank - and the ship didn't even have a particularly fantastic power system in the first place.
While power did need a slight adjustment to discourage docked reactor usage, the way they went about it was like going squirrel hunting with cruise missiles.
There have been a lot of updates that make ships change drastically in form from damage output to power usage that required modification in the past, and this one is no different. On top of that, the addition of cargo and the prior changes to mass of armor require a DRASTICALLY higher thruster count to offset the heavier weight of the ship, which in turn requires even more power to run thrusters alone. I think raising the cap is a simple way of helping address this issue without having to completely re-write power systems. I'm in no way saying its the best solution, but a quick fix that required only a couple of keystrokes is, imho, better than having to deal with the issues of mass and weight for months before a fix is in place.
To address cloaking, everyone wanted changes to cloaking anyway, I dont see that as a bad thing. It just means that it's easier to make cloaked ships of decent size using the current system, again with a keystroke instead of months of code.
To top all of this off, 2mil might be too much, but that's EXACTLY what the game balance thread is for. Two weeks is the MAXIMUM amount of time we might have to deal with any specific change, and can recommend, after playtesting, an additional change, like moving it to 1.5 mil, then maybe thats too low to keep cloaking fun, so it goes to 1.8, then 1.65, or whatever, until it's BALANCED. This is how game balance works. You dont find the middle ground without finding the edges of what might be game breaking, and at this point it's too early to tell.