- 1. I'd change all defenses to shields coresponding to the damage it is suppose to block.
Blue shield-beam, red shield-kinetic, and yellow shield-missile.
All shield modules would regenerate 1hp per second per module.
So 3 kinetic shields modules would equal 3 hp/sec.
If you have multiple shields of a different resist type the shields would illuminate to the damage type thats attacking.
Id add some support modules that boost regen, add a shield canopy, and heal allied ships shields.
2. Armor would add hitpoints. If you have mined the red, blue or yellow resource(forgot names). They would add a damage reduction to the corresponding damage type. Red kin, yellow missile, and blue beam. 1% per module.
3. Ships should have passive bonuses based on hull size and research into refining the Hull size Balanced by long research time.
tiny 10/20/30/40% evasion
Small 7/14/21/30% evasion
medium 5/10/15/20% evasion, 2/4/7/10% damage absorption
large 5/10/10/20% damage absorption,
Huge 7/14/21/28% damage absorption
4. Also in the engineering tech tree the ability to research specialized hulls underneath the generic sizes that fit multiple roles. these special hulls would require mined resources. Most for any hull size.
Balanced by long research times. Here are some examples.
Paladin class Offensive modules take more space while defensive modules take less
Tier 1 20% offensive modules -10% defensive modules
Tier 2 20% offensive modules -20% defensive modules
Tier 3 20% offensive modules -25% defensive modules
Dreadnought class Ranged nightmare.
Tier 1 10% range -30% damage
Tier 2 20% range -25% damage
Tier 3 30% range -20% damage
Ironclad (huge only) penalty to movement in and out of combat. bonus hitpoints
Tier 1 -10 movement +30 hitpoints
Tier 2 -9 movement +50 hitpoints
Tier 3 -8 movement +70 hitpoints
Aurora class (any hull size)
Tier 1 +10% shield regen -30% shield resist
Tier 2 +15% shield regen -25% shield resist
Tier 3 +20% shield regen -20% shield resist
Argonoth(huge only) carrier class
Tier 1 carrier module+1 tiny hull
Tier 2 +2 tiny hull
Tier 3 +3 tiny hull and +1 small hull fighter
5. Also the other problem is multiple targeting. From what I have noticed no matter how many guns are on a ship it will fire them all at one ship wasting a lot of that damage! This is worse to me than not carrying production over on planets! Cap ships in sins of the solar empire could shoot at more than one ship no reason not to do it here. so example
tiny 1 target
small 1 target
medium 2 targets
large 3 targets
Huge 4 targets
I believe these changes/additions would really diversify strategies, add interest, and expand the war aspect.
Sorry for the weird format I posted this by phone! Id love any feedback! negative or positive.