So today Daniel accidently clicked on the naval technology. Two interesting observations: no Hull distinction between Light-, Heavy- and Battlecruiser (the last two could be build of Heavy Hull) and there is a (rocket-)variant at '36 Heavy Ship Hull.
Oh boy, this looks pretty damn good.
Though I want to see how exactly the differentiation between the classes will happen under this system.
Is it a value based threshold? Like, a lightly armoured/gunned cruiser Hull will be a CL and a heavily one will be a CA, or a lightly armoured/gunned heavy hull will be a BC, an intermediate will be a BB and a heavily one will be a SHBB?
It's very important the differentiation between ship classes, so here's hoping that they are well defined.
From the image, it could seem like the WIP techs are modules directly correlated to the subtypes of that hull (the ones below the cruiser Hull would be for CAs and under the heavy hull would be for SHBBs), but that theory would leave out BCs and give destroyers many other modules and subtypes, so I think it's unlikely that that's all there is to it.
He also showed the doctrines right after, but I didn't spot any changes at the time, maybe they will only be rebalanced, or just hasn't been touched upon yet?
Who knows, we'll have to wait and see.
Also, I really, really want to know how moddable this system is, I think this would also fit tanks and planes very, very well.
Like, you research chassis, armor, turrets (which can be a regular turret, a flak gun or a howitzer) and engines for tanks, and airframes (light, medium and heavy), aero engines, armament and loadout for planes.
With that you can:
1) ditch tank variants for a more fluid system, the type of turret they will have will determine what they are;
2) have side modules (like what minesweepers will likely be in ships) like drop tanks and other stuff;
3) upgrades using xp cpuld still be made, but using it to upgrade each individual component;
4) having specific modules to allow a light frame to operate from carriers, also keeping in mind a limit in stats;
5) loadouts would define if the aircraft is a CAS, fighter, NAV (light frame), TAC or heavy fighter (medium frame).
(On this last one, I figure a better approach would be to also differentiate between fighter and CAS/NAV airframes beside them all just falling under "light", but just the loadouts can very much differentiate a CAS from a NAV, with bombs vs torpedoes).
If this isn't moddable in the end, I hope they figure to expand this system to land and air forces in a future patch as well.