I'll get straight to the point. There should be two types of inventory. I will just describe what I feel to be the ideal setup, and a reason or two for why I think this works better then the present system.
The first inventory is used to hold blocks. Unlike the current inventory, which can be compared with Minecraft's survival inventory, it would be more like the inventory that game has available in Creative Mode (but without the unlimited quantity aspect, naturally).
In other words, the player would have no limit to the number of different TYPES of blocks they have. They could have limits to how many of a specific block they can carry at once, however (this could tie into the second type of inventory and what you have equipped). Such limits would not exist or would be set very high until the other inventory type was worked out though. I'll cover some ideas for that after this.
With a suitable creative-style sorting mechanic in place, this would greatly free up players to be able to build what they want more easily. Additionally, should an option be added to have blueprinted ships be purchased with inventory-parts instead of credits (i.e. you can only "buy" a ship if you have all the parts needed to make it), then this type of inventory will allow players to buy ANY ship, and not just those that have fewer different parts in them than can be held at once in the current inventory (which is limited if you start looking into ships with multiple colors involved, or if item tiers were to ever be added).
The second type of inventory:
I recall hearing that Schema and/or another dev were considering a diablo-style inventory for non-blocks. So, for instance, this would be where you carry your equipment and unique items like logs or recipes, with different things taking up a different amount of space. I'll offer some basic ideas for this now.
First off, character equipment. Players would be able to equip different items, which may effect them in different ways. Some ideas here:
Spacesuit: basically, the all-purpose equivalent to armor. Would determine the amount of life and armor the player character has. Eventually, could also be required to survive in space, and may have a time limit to represent the amount of air it has (which could reset to max each time you entered a spaceship or a station/planet's gravity or something), but this isn't needed at present. Separate slots are NOT necessary. That is, it would only add further complexity if you had to worry about boots, gloves, chest, legs, head, etc. Instead, if equipment is modular or can otherwise be customized, variations can be put in on that level.
EVA system: Would alter how fast the player can move, and possibly give them a tiny amount of shielding. Even the best would be puny relative to a fighter-sized ship, mind you.
backpack/utility pack/rucksack/whatever: Would determine the size of the diablo-type inventory's grid. Better ones mean you can carry more items like unequipped items, logs, recipes, weapons, and so forth when equipped.
Material-pocket-system: If limits to the number of a single item you can have in the block inventory are added, this equipment would alter that limit. So if you can only carry 1000 of any given block by default, you could equip a pocket-system of some quality or another to increase that limit to 10,000, or 100,000. Which brings us to the next equipment slot:
Weapon/tool: This is where you would equip weapons or tools. Weapons are self-explanitory. But a building tool would replace the current out-of-ship building mechanic. In other words, with nothing equipped, you would not be able to put down blocks unless you get into build mode. You would need a building tool equipped in the slot to place blocks while out of building mode. Since weapons and other equipables would follow the same basic rules, this means that any weapon or two can have two uses, one for each mouse button (building tool would have one button be for place, and one button be for remove, naturally). Ideas for things other then weapons (which I'm sure have plenty of suggestions already) could include simple mining tools (basically, a short range personal salvage beam), a welding tool (short range personal repair beam), and an engineering tool (could let you tweak change the settings of some ship systems in some way).
Aside from that, there could be an "armor" equip too, if there seems to be any reason not to simply merge that with the "space suit" catagory (or to perhaps have it as a second item you can equip to change some parameters).
The first inventory is used to hold blocks. Unlike the current inventory, which can be compared with Minecraft's survival inventory, it would be more like the inventory that game has available in Creative Mode (but without the unlimited quantity aspect, naturally).
In other words, the player would have no limit to the number of different TYPES of blocks they have. They could have limits to how many of a specific block they can carry at once, however (this could tie into the second type of inventory and what you have equipped). Such limits would not exist or would be set very high until the other inventory type was worked out though. I'll cover some ideas for that after this.
With a suitable creative-style sorting mechanic in place, this would greatly free up players to be able to build what they want more easily. Additionally, should an option be added to have blueprinted ships be purchased with inventory-parts instead of credits (i.e. you can only "buy" a ship if you have all the parts needed to make it), then this type of inventory will allow players to buy ANY ship, and not just those that have fewer different parts in them than can be held at once in the current inventory (which is limited if you start looking into ships with multiple colors involved, or if item tiers were to ever be added).
The second type of inventory:
I recall hearing that Schema and/or another dev were considering a diablo-style inventory for non-blocks. So, for instance, this would be where you carry your equipment and unique items like logs or recipes, with different things taking up a different amount of space. I'll offer some basic ideas for this now.
First off, character equipment. Players would be able to equip different items, which may effect them in different ways. Some ideas here:
Spacesuit: basically, the all-purpose equivalent to armor. Would determine the amount of life and armor the player character has. Eventually, could also be required to survive in space, and may have a time limit to represent the amount of air it has (which could reset to max each time you entered a spaceship or a station/planet's gravity or something), but this isn't needed at present. Separate slots are NOT necessary. That is, it would only add further complexity if you had to worry about boots, gloves, chest, legs, head, etc. Instead, if equipment is modular or can otherwise be customized, variations can be put in on that level.
EVA system: Would alter how fast the player can move, and possibly give them a tiny amount of shielding. Even the best would be puny relative to a fighter-sized ship, mind you.
backpack/utility pack/rucksack/whatever: Would determine the size of the diablo-type inventory's grid. Better ones mean you can carry more items like unequipped items, logs, recipes, weapons, and so forth when equipped.
Material-pocket-system: If limits to the number of a single item you can have in the block inventory are added, this equipment would alter that limit. So if you can only carry 1000 of any given block by default, you could equip a pocket-system of some quality or another to increase that limit to 10,000, or 100,000. Which brings us to the next equipment slot:
Weapon/tool: This is where you would equip weapons or tools. Weapons are self-explanitory. But a building tool would replace the current out-of-ship building mechanic. In other words, with nothing equipped, you would not be able to put down blocks unless you get into build mode. You would need a building tool equipped in the slot to place blocks while out of building mode. Since weapons and other equipables would follow the same basic rules, this means that any weapon or two can have two uses, one for each mouse button (building tool would have one button be for place, and one button be for remove, naturally). Ideas for things other then weapons (which I'm sure have plenty of suggestions already) could include simple mining tools (basically, a short range personal salvage beam), a welding tool (short range personal repair beam), and an engineering tool (could let you tweak change the settings of some ship systems in some way).
Aside from that, there could be an "armor" equip too, if there seems to be any reason not to simply merge that with the "space suit" catagory (or to perhaps have it as a second item you can equip to change some parameters).