I\'ll take that bump.
I like the idea of systems, However, I\'m a bit iffy on the implementation. Here\'s my take on it:
-Systems are made of individual normal-size blocks. Each group of system blocks has a total health that must be blown up.
-Generators, thrusters, and powertanks systems must be placed adjacent to the functional blocks they are controlling. Each system group can control only one functional group. Failure to have enough system blocks results in a penalty to effeciency.
-Shield effeciency is determined by the total amount of shield system, not any group-specific effect.
-The \"core\" is now a \"piloting module\" This affects the bonus from manning the ship. AI ships without enough piloting modules have their actions updated less frequently.
-Piloting modules can be removed and placed on ships like other blocks. The ship will not be destroyed as long as any blocks continue to exsist.
-Redundant systems have a small power cost. However, splitting the control of something between two different system groups does not incur a penalty.
-Systems show up on the HUD as a small circle instead of a diamond. They do not have arrows when they move into your periphials.
-Turrets have System HUD icons.
-In the nav menu, ships have their docked ships and systems collapsed, like a folder tree. It is possible to filter by system type. In addition, different systems, ships, AI ships, stations, asteriods, and planets all have different icons next to their names in the nav menu.
-Ships can be pilots from piloting modules, seats, and thruster systems. Build mode can accessed from piloting modules and build blocks.
-All ships have \"pilots.\" For AI ships, this is simply one of the places a pilot could sit, usually a piloting module or seat.
-A ship will shut down once the pilot is killed. Its faction will remain, though.
-Repair of shields, generators, thrusters, power tanks, and other functional blocks can be replaced by accessing the appropriate system and placing blocks in them. You can also set the system to repair damaged blocks if you access it, (Requires power)
-Systems overload once the group health is depleted. Once the overheat countdown is complete, they explode, damaging the area around them. The functional blocks attached to them have a chance to also explode. Overheating can be prevented by entering the system.
-A ship is eliagble to salvage once any system is in overheat and it has no faction.