I have quite literally never heard of this suggestion before.
I talked about these problems with Zyrr on their stream months ago. They demonstrated force field bubble shields with me. This was not mentioned at all when I asked for solutions.
By forcing docked entities to accept 100% of shields, it basically renders them as "mechanically" a part of the ship, instead of additional layers of defense outside of shields, correct?
Basically yes, of course it allows for some interesting things to be done with moving armor plates and rail rotators but in general it balances the system.
At 75% shield share you have the parent ship drained to 25% shields by incoming Ion effect because of the propagation to docked entities, then it stops and suddenly all ion weapons impacting the hull become useless as they are now hitting unshielded blocks. This would be when you have to switch to non-ion weapons to blow a big enough hole in the docked hull to reliably use ion again. You also have to worry about the constant recharge of the parent ship that once it hits 26% cap will render your AP rounds useless and you have to juggle ion again back to 25% then switch back to AP in a vicious repeating cycle until a large enough hole in the armor is made, which is very hard to accomplish with the speed of ship movement, ship rotation, and bullets taken into account.
At 100% shield share you will have the parent ship cap drained to 0% with ion weaponry hitting the docked hull and will induce the "under fire shields cannot recharge for a few seconds" penalty. This would mean that armor and system targeting weapon systems would then be useful and the shields would not be able to recharge if you are hit by AP weaponry.
Graphically:
75%: Ion -> AP -> Ion -> AP -> Ion -> AP -> Ion -> AP -> Ion -> AP -> Ion -> AP -> Ion -> AP -> Ion -> AP -> cycle until the battle is won
OR
100%: Ion -> AP
*Note* AP means Armor Piercing, not a specific effect, just weapon systems that accomplish that task, meaning Piercing, Punch, Missiles, etc.
[doublepost=1511076812,1511075927][/doublepost]To address the problem with floaty bits as well that has been debated for such a long time. Simply introduce a magnet block that must have another magnet block linked to it in the same axis the top is pointing to in order to have floaty bits. If the magnet gets shot then the section that is floating becomes debris, problem solved. This would allow intricate and cool alien looking ships and cool mechanics for rotating things and you know what I'm talking about cool stuff etc., and would also make spaghetti hard to accomplish en mass if the magnets were also viewable through the scanner features implemented in the next update. Of course you could make them a very hard system to scan, as in they need you to have a very good scanner to see, but it would allow floating things to become an interesting and interactive part of the game without embracing spaghetti.