Stuffing ships full of systems is a problem because it means a given size of ship will have more blocks, more damage, etc.
A ship with fewer blocks isn't as strong with one with more blocks? Wow!
This is literally only a problem if you are incapable of understanding that mass is what matters for balance, not dimensions.
that lead to lag and designing any ship becomes mostly about stuffing in the required blocks rather than planning out how the systems will work and how the ship will look.
Uh, no. Just no. Interiors cause substantially MORE lag than "stuffed systems," because the game has to render all exposed faces, even if the player can't actually see them because they're inside of a ship. Anyone who's ever built a large titan call tell you this, as their FPS increases as they fill more and more of the ship with a solid medium instead of the outside of the interior hallways and the inside of the hull being what's loaded.
Furthermore, your statement that "block stuffing" means "systems aren't planned" and "how the ship looks" aren't taken into effect are clear signs you are a rookie engineer, if you ever are one at all. Any experienced systems engineer will tell you that quality systems are planned extensively before they're inserted into a vessel. The only block that is used as "filler" when all the other systems have been installed are usually shields, or basic hull, depending on the ship. Everything else is planned extensively.
As for those that build systems first, they usually still have a rough scaffold for how the ship will look when it's done, which they edit as they need to while placing systems. I know this is how
FlyingDebris builds his ships, which I think look quite good, contrary to your uninformed opinion.
Conduits favors doom cubes because wide conduits would need to be as short as possible to fit the maximum amount of weapons.
Sure, I can see this. That's a good point, it does give cubes a bit of an advantage, as they can have shorter overall conduit length. However, cubes still suffer heavily from extremely poor damage mitigation and are inherently more difficult, expensive, and less effective to armor properly.
And yes, I do like them in concept, but a game with meter cubes makes connections take up too much space, especially if you insist on multi-block-wide ones.
A small ship needs none or very few conduits to power all of its systems. A medium ship only needs thin conduits to successfully power all of its systems. A large ship needs thicker conduits, but it also has much more internal space and can fit those conduits. A giant ship needs thicker still conduits, but it also has even more internal space, so it is still not a problem.
It's called scaling. It fixes this problem and is already in the suggestion.
Ultimately, required interiors will have to happen with a crew of some kind, but until then, systems should at least favor actually having armor instead of protruding systems.
Uh, how about you do that by making armor useful, not through some bizarre fashion that wouldn't even work properly? How does the current shitty power 2.0 implementation "require interiors" and "prevent protruding systems" in any way? If anything it encourages loose systems through spaghetti meta.
Its too many blocks. On the scale of some of the bigger ships, its way way too many blocks. And on the smaller scales, you're often forced to leave some systems exposed or it would take too much space/mass. On that note, its a god damn eyesore.
This is just blatantly wrong. Advanced build mode and fill tool make the "too many blocks!" argument completely worthless. And smaller ships? On "small ships" that are actually still big enough to be useful, around the 1k mass range usually, you should never need to leave systems exposed. Even on fighter scale drones, slabs exist, and basic hull weighs next to nothing.
It makes it hard to find specific blobs of systems to make revisions.
Not the game's fault if people do not design their ships with revisions in mind. I haven't had a problem redesigning a ship since 2015, because I compartmentalize my systems properly.
99% of the "problems" in this game come from people not using the tools they are given. Build your ships properly. Stop whining.
It turns new people off to find out that they need to fill most of the ship for it to be viable, when they often struggle to even understand how the systems work in the first place.
New players are not building ships that require large amounts of blocks to fill them. Null point.
Actual ships aren't "stuffed to the brim with systems". Even in the most utilitarian designs, there's maintenance corridors, crew quarters, various useful areas and various not so useful areas. This applies to both today's naval vessels and a lot of ships i can think of from sci fi. You have your reactor and your propulsion as the main "big systems", but the rest is mostly interior.
Well, I've already made it pretty clear I think interiors should be integrated through crew, not half assedly through a garbage reactor mechanic, so I'm not sure why you put this point here. I don't have a problem with interior. I do have a problem with forcing useless interior because morons can't understand that dimensions are not the proper way to balance the game.
It heavily favors people who build systems first, as opposed to interiors first or hull first (both in terms of time spent building ship and actual viability of ship), something that not always leads to less aesthetic designs...
Uh, what? This sounds like a personal problem. Nothing in the balance favors people who build systems first. Have you considered that the deficit in performance between people who design around systems and the people who design around aesthetics is not an actual balance problem but that the people who design around aesthetics are paying much less attention to ensuring they have quality systems?
I don't think we need to force actual interiors (at least not without crew). The point against cramming is mainly that players will build given ship shells and players should not have to shove mindless crap into every corner of those shells to make them work. There should be a maximum and somewhat low amount of systems you'll want to fit into a given shell, and the ideal meta build should just be an inner shell around systems and then an outer shell (or multiple layers of shells).
"I don't think we need to force interiors, we just need to force people to have giant amounts of empty interior space in their shells."
Wow, you've really convinced me.
If you force a "low amount of systems into a given size shell," we will just build without the shells. Why would we inflate our dimensions and make ourselves a bigger target when we could strip that off and go small?
Let me make this clear, because RPers need to understand this.
YOU DO NOT BALANCE OFF OF DIMENSIONS. YOU BALANCE OFF OF MASS.
Thank you.
Unfortunately, the HP system punished having shells or armor of any kind.
This is just blatantly false. The HP system turned armor from "worthless" to "functional if underpowered."