I realize this won't go anywhere, but just thought I'd throw it out there as food for thought. Last I played (admittedly like 6 months ago) most ship systems are defined by the number of blocks you use to create them. Some of them have shaping requirements as well. Basically it's almost always more effective to go for giganticism simply because you have more space to shove in everything and use enough blocks for it to be effective.
What about changing this so instead you use blocks to craft a larger [module] that is than placed like a block? It will have a set output. Making 20 Powers Cells that get combined into 1 larger Power Reactor [module] that is than placed on the ship for example.
This helps with:
A. Targeting. Would be far easier to create an interface that will target an entities [modules] as opposed to trying to figure out where the biggest clumps of x power cell are for example. Same for when people try to come up with ways to break whatever logic you use to figure out the current system.
B. Balancing. You can limit the number of [modules] that will work on a single entity as well as adjust the outputs of each. This can be used to give reasons to different size ships as well.
C. Obtuseness. The current system can be pretty confusing, especially as block balancing is done. Especially for new players who might not visit the forums and have a large learning curve ahead of them. Also, instead of having to remove or add blocks all over your ship, you can just adjust the number of [modules] needed, or swap them out simply if you want to change systems.
Right now the only way to balance the blocks are through size and mass of ship. This directly discourages building interiors as well instead of just leaving a big empty space with some corridors and a pilots room. Dunno, my 2 cents on a feature that's already set in stone.
-EDIT: The new LOD for complicated block shapes could be used to make fancy reactor or weapon parts for the [modules] as well.
What about changing this so instead you use blocks to craft a larger [module] that is than placed like a block? It will have a set output. Making 20 Powers Cells that get combined into 1 larger Power Reactor [module] that is than placed on the ship for example.
This helps with:
A. Targeting. Would be far easier to create an interface that will target an entities [modules] as opposed to trying to figure out where the biggest clumps of x power cell are for example. Same for when people try to come up with ways to break whatever logic you use to figure out the current system.
B. Balancing. You can limit the number of [modules] that will work on a single entity as well as adjust the outputs of each. This can be used to give reasons to different size ships as well.
C. Obtuseness. The current system can be pretty confusing, especially as block balancing is done. Especially for new players who might not visit the forums and have a large learning curve ahead of them. Also, instead of having to remove or add blocks all over your ship, you can just adjust the number of [modules] needed, or swap them out simply if you want to change systems.
Right now the only way to balance the blocks are through size and mass of ship. This directly discourages building interiors as well instead of just leaving a big empty space with some corridors and a pilots room. Dunno, my 2 cents on a feature that's already set in stone.
-EDIT: The new LOD for complicated block shapes could be used to make fancy reactor or weapon parts for the [modules] as well.