Heya Bench, thanks a ton for taking the time to write this for us. Here are my thoughts.
-Like the cargo boxes appearing in an area. That adds a ton of life to the game that many other games of this class do not have. Also, an unarmored space devoted to cargo is an important consideration for the mechanics of ship building, obviously.
-However, I still wonder if the game would be better served by a weight system similar to Space Engineers. That way the balance of stack size no longer matters- Infinite space in the UI no longer matters- just the weight of objects, and the collection of all things you, or a storage, is containing.
-Love the Quarter concept. I adore the fact that it effectively merges "roleplay builds" and "combat" builds of ships. This also makes players themselves key designers of the living universe. As long as servers can handle it, that is. The fact that managing the crew and caring for them becomes a major consideration of ship designs meant to make use of them. I imagine a smaller ship like a submarine, with maybe only a small alcove designated for a single guy to sit and rest for a bit. Though small, the mechanics check out. It also gives purpose to all "roleplay" rooms people could ever want to make.
-Like having NPCs sit in chairs independent of the computer.
-However, I feel that if players are allowed to mass all of their technicians in one Quarter, it may make future boarding mechanics a bit stale. I personally feel that it would be best to require the chair and computer to be in the same Quarter.
-Like Mutiny mechanics. I'm sure this will need balancing, but I am confident it would not be something difficult to tweak.
-However, I think that spawning on a ship should involve medical rooms/Quarters for the purpose of respawning. This also makes future boarding dynamic if Quarter systems could be captured for the purpose of respawning. It would add a lot of dynamics to designing a ship's interior with the knowledge that these spawn points could be captured or disabled. And I mean, hell, though I don't like teleporters, at least it would justify even NPCs suddenly reappearing in a med-bay.
-I am concerned about complex paths and patrols. I feel like if a player is good at the game enough to set up complex devices that the crew would need to navigate, they could also be bothered to set NPC pathing. But otherwise, I don't want players who are not yet fluent with logic to have to be concerned with it.
-I still do not like transporters. They make traveling too easy. I especially dislike the idea of being able to board enemy ships with it. If this was absolutely necessary, I think that we should come up with a reason to have some kind of device or node on the designated entrance/exits of a ship, or a docking/freight bay. Those nodes can then serve as logic for where NPCs and players 'board' the ship for what ever reason they want to do so.
And finally, I just want to share my personal opinion that I think that single player for Starmade is potentially much weaker than Multiplayer. I don't think it's a good idea to focus on one or the other, but rather continue making mechanics that apply to both, like NPC management. I would never say we should disenfranchise people who prefer to play Starmade offline, but I think that its strength is finding a home server, and joining its community, even if you then play it solo.
Feel free to quote and respond, I'd like to know what anyone thinks of my thoughts on this.