Alternatively, "What do you mean, 'a bad idea'?"
In much the same way that planets can specialize to do one thing really well, I kinda want ships to be the same way with components, so we can have stupid fleets armed in stupid ways for maximum amusement value.
Ship Design Patterns
Have so many slots that filling all of them would be a terrible idea, or else allow slot kitbashing at the expense of stats. Let me strap four L-sized weapons onto a Destroyer at the cost of it having basically no movement. Let me stuff so many torpedoes onto a Cruiser that it will turn into a second sun upon being hit by a single shot.
Weapons:
We currently have: Energy and Kinetic weapons that trade (in some form) range and accuracy for damage. For now I'm ok with this.
Support Changes (Components researchable without additional effort, i.e. having to kill a crystal dude to learn how to make hull like it):
Armor -> Give Armor, Reduce evasion.
Shield -> Give Shield, Reduce speed. Cost power.
Hull -> Give Hull, Reduce speed or evasion (two types).
Thrusters -> Give speed or evasion (two types). Cost power.
Computers -> Give accuracy or range. Cost power.
Basically, when ship design went from "and you need power generators" to "power generators are now standard on every ship" this is the kind of design paradigm that I had expected: ship design decisions that could skew to the point of insanity. The end result (where you could always fill a ship 100%) felt...lackluster.
So I'd like to be given the opportunity to create ships of insane types...y'know, just because.
In much the same way that planets can specialize to do one thing really well, I kinda want ships to be the same way with components, so we can have stupid fleets armed in stupid ways for maximum amusement value.
Ship Design Patterns
Have so many slots that filling all of them would be a terrible idea, or else allow slot kitbashing at the expense of stats. Let me strap four L-sized weapons onto a Destroyer at the cost of it having basically no movement. Let me stuff so many torpedoes onto a Cruiser that it will turn into a second sun upon being hit by a single shot.
Weapons:
We currently have: Energy and Kinetic weapons that trade (in some form) range and accuracy for damage. For now I'm ok with this.
Support Changes (Components researchable without additional effort, i.e. having to kill a crystal dude to learn how to make hull like it):
Armor -> Give Armor, Reduce evasion.
Shield -> Give Shield, Reduce speed. Cost power.
Hull -> Give Hull, Reduce speed or evasion (two types).
Thrusters -> Give speed or evasion (two types). Cost power.
Computers -> Give accuracy or range. Cost power.
Basically, when ship design went from "and you need power generators" to "power generators are now standard on every ship" this is the kind of design paradigm that I had expected: ship design decisions that could skew to the point of insanity. The end result (where you could always fill a ship 100%) felt...lackluster.
So I'd like to be given the opportunity to create ships of insane types...y'know, just because.