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6. I am going to try and make it so that the smaller ships are still useful even into the late game.
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Quasi-Newtonian propulsion (same % of hull space devoted to engines to move at speed X for all ship hulls; eg: A 200 kT ship requires 50 kT devoted to engines to move 5. A 400 kT ship requires 100 kT for the same speed), Leaky Armor (armor components have no armor ability, so are not a magic wall of protection, and they have lots, and lots, and lots of hit points), and Leaky Shields (shields generate low shield levels, but use the crystalline armor ability to simulate partial protection from each shot, instead of magic wall protection as in stock SE4) can help in this regard. Not to mention the vast improvements to tactics and strategy they provide... Some other common methods to make small ships more useful is to give larger ships increasing combat penalties, and possibly increasing maintenance costs. Removing the absurd stock game scale weapon mounts would be a good idea as well. There is nothing wrong with a mount that makes a weapon 3x the size and do 3x the damage (well not much wrong anyways). But a weapon that makes it 2x the size and 3x the damage is bad, and is one of the biggest culprits in making small ships useless once the larger, heavier ships are available.