Geoff the Medio wrote:
* The hull itself, and each part type could have a cost, with the total cost of all being added up to give the total cost of the ship. This leaves the build time to be determined somehow. Not that in this case, deciding the build time is the same as deciding the max PP per turn that can be put towards building the ship.
This is one viewpoint. In most 4X Space games you build a ship by building a certain amount per turn, ie over 23 turns.
An alternative, is if you had the ability to save up production, once you had enough production you could spend the total cost of the ship and have the ship next turn, or [assembly turns] later. Think of it as giving them all the parts and they put it together.
The advantage of this method is that it gives the player a better gauge of what they have to spend and how much they can spend it on. If the original method was used they could try and build too many ships, and they all take 109 turns, it would be much harder to deal with.
Geoff the Medio wrote:
* Turns to build could depend on the number of parts in the design, with each part increasing or decreasing the minimum number of turns it takes to build the ship. The differences in build time for each part could be the same, or it could be different for different part types, with both positive and negative changes possible, depending on the part.
If we go with this method, each component could have X cost and X build time. Ideally then we just have to add up the cost and build times for all components in a ship to get the total cost and build time for the ship.
Geoff the Medio wrote:
* A hull could have a fixed cost and time to build regardless of the parts put in it.
The problem here is that some bigger/better components then get a free ride so to speak. The medium hull takes 10 turns regardless of if it has 4x lasers or 1x stellar converter.