Credit for the suggestion goes to TouhouTorpedo
A lot of the time when somebody abandons Starmade, they'll say something along the lines of "building a viable combat ship is really time consuming and boring so i quit" or "i didn't understand how i'm supposed to use the different modules to best effect and i got bored figuring it out", and the unfortunate "i hate having to replace specific blocks in every nook and cranny every time i realize there's something i could to to make my ship more effective".
And truly, a lot of what makes Starmade both good and bad is in the ship building. It's great that we can make all sorts of aesthetic looking ships and meticulously design both exteriors and interiors which are then (mostly) fully functional physical voxel surroundings to walk around in and fly around with, but designing the systems of the ship is a source of extreme tedium while not being particularly challenging: it's mostly just extremely time consuming trial and error.
So what's this easy solution in the title?
New blocks: System inventory, System Main Computer
The system inventory is a separate cargo inventory which provides storage of module blocks for your ship's System Main Computers interface in order to easily rearrange your ships systems.
The idea is: Fill your ship's empty spaces with System Inventory blocks. Put down a System Main Computer. Dock at a shipyard. Open the interface of the System Main Computer, and drag system module blocks from a nearby cargo inventory into your System Inventory.
Here's an example of what the System Main Computer interface could look like.
Very simple. You put the systems in the System Inventory and they will physically take up space in your System Inventory Blocks, just like cargo would in cargo blocks, and you can then drag and drop the systems into groups while docked to a shipyard to "outfit" your ship. You can split your system module stacks by holding a modifier key while dragging and dropping, which lets you create for example Cannon-Cannon groups even though the System Inventory is automatically sorted.
Power, shields, thrusters and other such "automatic" systems don't need to be put into a group to provide their effects - you just fill the system inventory and its automatically assigned to a group.
So this is great, but how do you link your guns to an output? Very simple. You put down just a relevant weapon block and open its interface.
The Weapon Block interface, in marvelous mspaint glory:
Linking multiple outputs to the same group "splits" the output of the group, evenly divided between the cannon modules. This has another benefit of allowing you to make multi-gun arrays where the outputs are adjacent instead of having to make a checkerboard array.
Okay, hold up says Checkerboard Array Lover A. How am i supposed to make muh gigantic multi gun spam arrays if i have to select my group with a drop down list on every single block?
Simple: C - V Linking for example a cannon module to another cannon module copies the group selection from the first to the second.
Okay, hold up says Logic Controlled Weapon Lover A. How am i supposed to do muh timed heatseeker bursts and autofiring drain beams with this shit?
Instead of linking the logic output to the computer, you just link it to any of the outputs of a system group and that group will fire.
Since the weapon, effect and system computers would lack a function they could have a new functionality instead. Weapon computers for example could be linked to system groups and would allow NPCs to control and apply bonuses to the relevant group. So if for example the mass of your ship lets you have 10 crew and 5 of your crew was sitting in front of cannon computers linked to missile group A, then missile group A would get a 50% bonus to fire rate. There could be a whole another thread to explore on that subject alone, since it would be an opportunity to implement system - weapon synergies (linking a manned cannon computer to your scanner group would give a bonus to scan frequency but a penalty to range etc).
So, the obvious benefits of this entire system is:
A lot of the time when somebody abandons Starmade, they'll say something along the lines of "building a viable combat ship is really time consuming and boring so i quit" or "i didn't understand how i'm supposed to use the different modules to best effect and i got bored figuring it out", and the unfortunate "i hate having to replace specific blocks in every nook and cranny every time i realize there's something i could to to make my ship more effective".
And truly, a lot of what makes Starmade both good and bad is in the ship building. It's great that we can make all sorts of aesthetic looking ships and meticulously design both exteriors and interiors which are then (mostly) fully functional physical voxel surroundings to walk around in and fly around with, but designing the systems of the ship is a source of extreme tedium while not being particularly challenging: it's mostly just extremely time consuming trial and error.
So what's this easy solution in the title?
New blocks: System inventory, System Main Computer
The system inventory is a separate cargo inventory which provides storage of module blocks for your ship's System Main Computers interface in order to easily rearrange your ships systems.
The idea is: Fill your ship's empty spaces with System Inventory blocks. Put down a System Main Computer. Dock at a shipyard. Open the interface of the System Main Computer, and drag system module blocks from a nearby cargo inventory into your System Inventory.
Here's an example of what the System Main Computer interface could look like.
Very simple. You put the systems in the System Inventory and they will physically take up space in your System Inventory Blocks, just like cargo would in cargo blocks, and you can then drag and drop the systems into groups while docked to a shipyard to "outfit" your ship. You can split your system module stacks by holding a modifier key while dragging and dropping, which lets you create for example Cannon-Cannon groups even though the System Inventory is automatically sorted.
Power, shields, thrusters and other such "automatic" systems don't need to be put into a group to provide their effects - you just fill the system inventory and its automatically assigned to a group.
So this is great, but how do you link your guns to an output? Very simple. You put down just a relevant weapon block and open its interface.
The Weapon Block interface, in marvelous mspaint glory:
Linking multiple outputs to the same group "splits" the output of the group, evenly divided between the cannon modules. This has another benefit of allowing you to make multi-gun arrays where the outputs are adjacent instead of having to make a checkerboard array.
Okay, hold up says Checkerboard Array Lover A. How am i supposed to make muh gigantic multi gun spam arrays if i have to select my group with a drop down list on every single block?
Simple: C - V Linking for example a cannon module to another cannon module copies the group selection from the first to the second.
Okay, hold up says Logic Controlled Weapon Lover A. How am i supposed to do muh timed heatseeker bursts and autofiring drain beams with this shit?
Instead of linking the logic output to the computer, you just link it to any of the outputs of a system group and that group will fire.
Since the weapon, effect and system computers would lack a function they could have a new functionality instead. Weapon computers for example could be linked to system groups and would allow NPCs to control and apply bonuses to the relevant group. So if for example the mass of your ship lets you have 10 crew and 5 of your crew was sitting in front of cannon computers linked to missile group A, then missile group A would get a 50% bonus to fire rate. There could be a whole another thread to explore on that subject alone, since it would be an opportunity to implement system - weapon synergies (linking a manned cannon computer to your scanner group would give a bonus to scan frequency but a penalty to range etc).
So, the obvious benefits of this entire system is:
- Much easier to trial-and-error your ship design to combat viability
- Much faster refitting of ships
- Much more information presented to the player in fewer windows and button clicks
- Gives another purpose to shipyards
- Opens up another purpose for "computer" blocks and a purpose for NPCs
- Allows server owners to easily tweak the relative system power per size of all ships by adjusting how much system inventory space every system inventory block provides
- Less opaque and "intuitive" system to understand initially, added complexity
- Shipyard requirement might be very restrictive. Actually it might make it too restrictive when i think about it. Then again, there needs to be a limit to how fast you can refit your ship somehow.
- Requires redesign of power mechanics, scanning mechanics, and any other dimension based mechanics i may have overlooked. But i suppose that's happening soon, anyways?
- It will never happen etc