Effectively, the new proposal seems to be something like "systems cause an area load". I'm puzzeling it out as a balance thing with the "room" blocks they seem to want to encourage as a source of syshp, which you "spend" on system blocks.
Eg cannons
Code:
<BlockResourceType>2</BlockResourceType>
<ProducedInFactory>4</ProducedInFactory>
<BasicResourceFactory>0</BasicResourceFactory>
<FactoryBakeTime>5.0</FactoryBakeTime>
<Animated>false</Animated>
<Armour>0.0</Armour>
<ArmorHPContribution>0</ArmorHPContribution>
<StructureHPContribution>75</StructureHPContribution>
<Transparency>false</Transparency>
<InShop>true</InShop>
<Orientation>false</Orientation>
<Slab>0</Slab>
<Enterable>true</Enterable>
<Mass>0.1</Mass>
<Volume>0.1</Volume>
<Hitpoints>50</Hitpoints>
<Placable>true</Placable>
<InRecipe>true</InRecipe>
<CanActivate>false</CanActivate>
Not thinking about <Hitpoints>50</Hitpoints> I mean if <StructureHPContribution>75</StructureHPContribution> was a negative value on "load" blocks.
I'm reasoning a certain amount of hull and whatnot would be a requirement for the block's placement. Without that, the craft spirals into overheat from the weapon's negative effect on the pool. does it combined with some scale-changes on systems blocks themselves effectively simulate "needing control rods" or whatnot.
I'm not neccesairily saying weapons only, just using it as a starting value. Had intended to edit some more expanded thoughts in later.
It gives both PVP and RP ships something to think about in mass vs hp vs damage output vs damage mitigation mechanics. At least on my first thought. it might switch balance mechanics a strange direction.
It would also mean that "getting them blown up" without destroying hull as well moved you away from structHP50%.
Just considering it as a growth-limiter variable. I'm thinking if they specialised cicuits, motherbords, and "intended hulling blocks" as "overheat protection" bonus system hp blocks allowing you to have the "takes support but projects influnce" blocks like "shield recharge, power, weapons" etc the "penalties" on "the useless outer shell" would become assets.
Depending on if you building in-universe or in-shipyard you'd have to have enought "hulling" to prevent you from overheating if you place too many.
Eg: "iconic" shipcore + thruster + energy. Let's say that's supposed to be the "absolute best thrust to mass to syshp" and use it as a baseline.
Thuster 25 bhp 100 shp
reactor 25 bhp 100 shp
shipcore 250BHP 100SHP 100AHP
Totals 300BHP 300SHP 100AHP
If the "iconic" stick was still to work, but be "fragile without hull" the thruster and reactor could be assigned sys values anywhere up to -50 each but not both.
Let's assume "not completely useless" is an intended level of "iconic balance" and give them bot -20 Syshp while maintaining BHP.
totals 300BHP 60 SHP 100 AHP.
If ship core is shot, structure will overheat after somewhere between 250-350 damage when it loses the ship core +100 SHP and falls to -40 from the other two.
if either of the other two is shot, the SYS total will increase to 80. Weather the total increase includes a "refund of syshp" too might matter in larger block balances, but for now causes no overheat. it does however disable the thust:mass or power regen of the ship, crippling it in another way.
Another idea could be to have engines be "part of the SHP pool" since disabling engines just seems like a good idea.
Somethilg like Core +100SHP, thruster +50SHP, reactor -100SHP
placing 2 reactors on a single core, or on a core with only 1 engine would put structure hp negative(either prevent placement or "disable ship." placing some hull or deco around would allow more systems.
Adding a hull allows you to install more systems. the "useless armor shell" might need some strategic thinking. perhapse inverted BHP:SHP ratio of armor levels to provide specific function. Heavy armor has a low syshp bonus of +5, standard a mild +10, hull better at +15, and "decoration blocks"(for lack of another term) like lights and consoles better still at "arbitrary room enabling number" but very low actual block hp requiring protection.
I think a special argument might be in order for aux and other potential "high risk" blocks being a source of +syshp rather than -syshp. but don't quote me on it
I'm thinking an end atio that's favorable to having an appropriate "hull volume" in standard armor or whatnot, but at an appropriate weight penalty to make deco and "empty spaces" viable and useful against missiles etc.
Balancing vs overall thrust, mass, systems, AHP and power regen maintains complexity, building to any particular "ideal" can be defined by the mass of the +shp blocks and the -SHP blocks combined in dependence. Placement of "functions you'd want to lose first" lets you chose what systems "fail" and take the load off your SHP pool taking damage from hull/support loss.
I like this, I might go experiment.