Geoff the Medio wrote:
eleazar wrote:
A more KISS approach is to make the engines integral to the hull so they can be neither placed nor removed.
This isn't necessarily any less complicated than having separate engine parts, is it? If "engine-hull" were an indivisible pair, then it would essentially mean having a few more ship statistics be determined by the chosen hull instead of the separately-chosen engines... There is a slightly smaller list of possible part types, but that doesn't seem likely to be a particularly significant simplification in practice...
It's simpler for the player. There are no engine comparisons to make. No checklists, or engine removal prevention systems. And best of all,
no restrictions on where a piece can be placed other than size and internal/external slot type.
Geoff the Medio wrote:
eleazar wrote:
I.E. you always use the latest engine.
I'm not clear how this is meant...
but you always use the latest engine with whatever hull is chosen?correct answer italicized. New ships would always use the latest engine technology which you know.
Geoff the Medio wrote:
eleazar wrote:
If the player desired more performance he wouldn't add another "engine", but instead add a component named for it's specific effect, such as "super maneuvering thrusters" to give a tighter turn radius.
We should keep a fairly consistent level of detail in ship parts... So if we have separate parts to improve ship turn speed, in-battle linear speed, starlane linear speed, starlane fuel regeneration rate, starlane fuel capacity, etc. then we presumably would also want weapon parts of similar detail. These might include things like separate addons to improve weapon range, damage, rate of fire, tracking speed, etc.
Those specifics don't matter that much, but the point is that that's a lot of parts to put into a ship, each of which has a fairly specific purpose. It might be a problem to fit all these parts into a reasonably-sized grid of part slots..
This "consistency" only might require add-ons for weapons if you consider the engines a "component" of the ship, rather than as i've proposed "an integral part of the ship." Separate parts to improve ships speed, etc. alter the performance of the
whole ship. Add-ons that effect only a
single componant are quite a different thing, and something IMHO we should generally avoid.
Geoff the Medio wrote:
But more importantly, if there are all these parts with individually tailored purposes, can they have tradeoffs as well? For example, if we had whole engines to chose from, there could be a fast-unstealthy-low-fuel-regen engine, and a slow-stealthy engine. But if you add too many parts, then it becomes awkward to use the good factors of one part as the downside to another part, and parts end up just being bonus-giving and not ever penalty-tradoff-giving.
I'm not proposing that engine add-ons] should be standard or expected components. Player might decide between (for example) increased speed or a fighter bay or auto-repair. In general i don't want the player to be able to put all the good parts in a single ship. This keeps ships unique.
But there's nothing inherent in what iv'e proposed to keep parts from having trade-offs. There could be a component "Quantum Baffles"
(hopefully with a less stupid name) which increased stealth while decreasing speed/manuverability.
Geoff the Medio wrote:
I don't want it to always be best to add more parts, or equivalently, for the most important limiting factor for any ship hull / design to be just the number of parts that can be crammed into it...
I don't understand what you mean here. Are you saying that you want leaving slots unfilled to be a viable option? I suppose each component increases the cost and possibly decreases the speed/manuverability. But what specifically does this have to do with what i've proposed?
Geoff the Medio wrote:
This also makes me wonder what an individual engine would do... If most or all engine-related characteristics of a ship depend mostly on the addons that are used, then what significance is there to the actual engine? Perhaps the addons require a particular engine type to be added (a notably nontrivial restriction on parts in a design)?
Individual engines make the ship go, and go faster at higher tech levels. Engine techs provide the baseline for engine-related performance. Add-ons can modify that performance— if you chose to use slots for that. They are not required.
If it was desired to limit the use of a particular add-on to a level of engine tech, this "restriction" would IMHO more properly be built into the tech tree. There's not much point in allowing the player to research an add-on for an engine he hasn't yet discovered.