'Block count' paradigm - effectiveness of all current systems depends entirely on their block count, with the exeption of power system and ...scanners. Remember how you place shields, secondary and tertiary weapon modules, jump modules, thrusters, etc. You just place them in any unwanted space you have, because the more blocks - the better system works. As Schema nicely described: The current system makes power and systems purely a game of ratios, which doesn’t offer much complexity and increases the total number of blocks. If we go from 'block count' to 'quality' paradigm, gap in efficiency between ships designed purely for that effectiveness, and ships that designed fisrtly for appearence and then for efficiency - gap between them will decrease. But this gap will always be - because without it terms like 'efficiency' and 'better design' willbe meaningless.
Wrong. First off, power is not broken at all. It is merely a bit imbalanced.
Second... this is a voxel game. WTF do you expect? This is how voxel games work: you put down 1 block; it's good; you put down 2 blocks; it's better. A developer of a voxel game easily prevents runaway enlargement of buildings/entities by balancing stats and introducing soft-caps so that it becomes pointless in the gameplay for players to create entities beyond a certain size except for mere aesthetics. The "block count paradigm" is not a problem to be solved, but a central facet to all voxel games.
If the devs all of a sudden don't want to make a voxel game anymore, then go make a separate game. Then they can go make reactors and heat and copy Elite:Dangerous all they want.
Power and systems are not merely a game of ratios. If a player wants to get that complex, then they can, but they don't HAVE to. Some players want that complexity (so yes, there is in fact complexity currently offered. If you have to grab a calculator or a spreadsheet, then it's complex, and yes a lot of players do that now with StarMade), and some players don't. That's fine. Let us as players decide what level of complexity we want. Maybe we WANT to just plunk down a few systems in our unused spaces between hull and interior. SO. The. F. What? let us alone to do that.
It doesn't increase the number of blocks if you balance things properly, which... the devs haven't bothered to do. Private servers have, and have come up with better balance than the vanilla game.
Complexity Diversity problem - while current weapon system has various things to offer, other systems are purely one-sided in thier mechanics, and the only choice you make during placing thouse - how much of them you need/you can have on your ship and how make it most efficient, in case of power systems. And by placing them you only change values but not the overall behaviour. Diversity always brings some complexity with it, but reverse is not true. I am not looking for realism or extreme complexity, contrariwise, I want to make more ship system designs viable, such as capacity-based ships, without making this systems too hard to build, and with keeping systems simple on small ships.
Wrong. All systems are sufficiently diverse currently, and OF COURSE you change behaviors of your ship by making more or less of each system block. You must be smoking yhole. There is no logic at all in what you're typing.
Shields - you can choose to emphasize all capacity, or all regen, or anywhere in between. Some servers have even experimented with all cap and no regen, and require use of shield recharging stations or ships. So much variety in gameplay choice here, and you can't really introduce more than what we have. Shields should be simple... ARE simple, in every game out there. They're always 1) capacity, 2) recharge rate. That's all you need and should have. Good gameplay offers choices yet simplicity.
Power - you can again choose to emphasize capacity in your ship, or all regen, or anywhere in between. Some servers have again experimented with "battery" concepts, all capacitors, no regen, and required charging /refueling stations. Great fun, very interesting. Power is not hard, AT ALL, to build. Across 3 years and hundreds of ships, I have NEVER had power issues that I couldn't solve, large and small ships, even with cloakers.
Thrust - you can choose to build a lumbering behemoth or a fast dart, or anywhere in between. You can tweak your thrust by adding blocks, or by adjusting a slider, or ....gasp.... even by the SHAPE AND DIMENSIONS of your ship. Wow?!?! Such diversity!? Look at all those vertical ships, long z-axis needles, wide manta rays, and everything in between.
If you're not seeing diversity in ship design, then you're not looking.
Unflexibility problem - currently there is no flexibility in spaceship's characteristics. It's deffence, firepower and maneuverability is constant and depends only on how it was built. Only thing you can do about it now - is to use various docking parts. While it can be said, that unflexibility is hardly a main a problem for a sandbox voxel game, it's a major unused opportunity for starmade. Flexibility of ship systems can bump PvP, as well as any other ways of spaceship usage, to absolutely new level.
Again, you must be smoking yholes. Ships in starmade are VERY flexible. We have hundreds, even thousands of different ships that players have built for a huge variety of different specialized roles, and tons of jack-of-all-trades ships also. There is NO POSSIBLE WAY you can logically claim that Starmade does not have flexibility in ship design. Plus, it's not even a matter of using docked entities or not... unless one rightly claims that we suffer a loss in ship building choices now after the devs nerfed docked entities ;P The only way ships in Starmade can get MORE flexible than current, is by completely changing the game engine to use rubber voxels.
Forsed design choices - I think this problem is misunderstood. It's perfectly ok if game has some designs that are better than others. Because it's how any game works - there will always be more optimal paths, more optimal choices, more optimal tactics. What is not ok - when there is ONE design choice that is better than everything else, and that's close to starmade current situation. We cannot eliminate optimal layout in any way, but we can give more than one optimal choices, each with its own pros and cons.
Wrong, again. Stop smoking yhole! Pull your head out of your rear.
There is most certainly not 1 and only 1 design choice that works better than all others, unless you are referring to a n00bcube. If you are worried about noobcubes, then simply go on any of the top 10-12 servers right now and see how many noobcubes you see floating around.
How many? Go on... we can wait for your observations...
or you can accept my observation, which is... NONE.
When everyone laughs at you for building a noobcube, and/or you simply get it deleted by admins, this is a very powerful impetus to never build noob cubes. PLUS the fact is most 'good' builders and pvp'ers can do just fine with an aesthetically nice ship as with a noobcube. A noobcube has never won any PVP competition.
Plus, on some servers they have made custom armor blocks which essentially serve as an 'armor class' to empower small ships against large ships and large turrets (as if the movement speed nerfs to big turrets vial rail mass enhancer system wasn't enough already).
TL;DR = power is not broken, and can be easily rebalanced as is. Yholes are bad for your brain.