I didn't increase the depth, 2m was the existing depth.
It doesn't push for long thin rods. It's lighter to lower efficiency and have a shorter stick, unless the ship is systems only with no hull.
The goals are for systems 2.0, not just power 2.0. We haven't yet seen it all and we don't know how it will break spaghetti meta, but we know that it includes plans to do so.
I fail to see why one would use a lower efficiency short stick over a long stick with max efficiency. This is a game where it is
advantageous to be long, you don't even need any blocks in between. In fact, to convert an old design, I think one of the best ways is to replace all the old power with new power, only needing to adjust for it needing to be contiguous, build out a ways some direction, place a big ball of stabilizers, then armor and sever it so the enemy doesn't easily spot it.
So, what you're saying is that the whole will fix the problem, but we've only seen a part, and so it's unfair to criticize that part for actively making the problem worse? That is fundamentally unhelpful; our whole issue is that schema has some endgame planned out that we aren't privy to, and consequently we're only allowed to criticize the steps we already have. And that, I think, is the big problem; it
might be that the end result of all these steps is a wonderful system like schema dreams of, but it seems like individual steps are just making things worse, and it's very hard for a lot of bad steps to result in a good end state. That leaves things being good down to the emergent properties of a complex system of those individual parts, but I don't think chances are high the emergent properties will solve things.
I am on-board with the overall goals, but I am not really liking the implementation of all parts of 2.0.
...
A system of 'Dump-shield-block-anywhere-at-all-and-forget', being replaced by 'dump-shield-group-pretty-much-anywhere-and-forget' does not seem like a huge step forward :/...and surely it must take a relatively larger hit on CPU resources compared to 1.0 shields, no ?
This is my big issue not just with these new systems, but
StarMade's core design. Fundamentally, the game acts as a space RPG in the sense that we dump points in the form of blocks into stat upgrades; our ship hull designs don't really matter. Everything boils down to a numbers game outside of weird stuff like docked hull because the whole game is designed around numbers.
Space Engineers ships may have some problems, but this whole discussion is completely moot for them, and would be even if they had shields and lasers. And why? Because Space Engineers ships have very few aspects that come down to "shove this many blocks into a corner" (pretty much just gyroscopes); their primary form of offensive capability comes in conveyor belts feeding ammo, which naturally leads to a decentralized weapons system all throughout the ship. And SE ships tend to have interiors...not because of any arbitrary restriction on their nuclear reactors, but because
you need to physically go somewhere to repair the ship.
Now, I don't expect build mode to go or be limited to within a shipyard or whatever anytime
soon, so really the only useful thing out of this for now is that I think shields would be better if the groups were more decentralized and networkable.
For decentralization, the new system already is a huge step towards that...we just need a much smaller starting radius; I'm not kidding when I say most ships I'm willing to build right now would fit within the current starting radius easily. I'm not sure on radius growth, but I really wouldn't want something like a Star Destroyer to get away with any less than a few dozen shield groups; I'm just not sure how much you'd need currently as I haven't built that big.
As for networking, maybe instead of just shield capacitors increasing a group's capacity, we could have some sort of way to "pipe" shielding power around? Either just from the reactor (or multiple if we ever get multiple) to groups or between groups as well. I think we need something where there are solid supply chains you can sever, in order to reward saner designs (less spaghetti), make combat to be more interesting, and not have us shoving crap between walls mindlessly.
Although, that would certainly increase CPU load. Fundamentally, the numbers-game mentality StarMade has is what makes it so scalable over other games. I think, though, it has to to some extent give up that mentality for the sake of being a
fun game as opposed to just a high-performance one.