Though I love the idea of equipment restriction, and variety to the ships that are encountered I do have some scepticism.
restricting the equipment a player can fit might brake the experience of slowly ironassing your ship.
It is the main motivation in the early stages of the game and this might end it too early, killing some of the fan.
Along with the feeling that there is no way you can become a real badass in the ooniverse. (that of course would depend on the balance. it might be the other way around)
furthermore for the player that has to deal with up to 50 enemy ship at the same time, (It has happened to me quite some times lately) not having the maximum possible shielding and recharge rate, just doesn't work. you are going to take a ton of fire regardless of your manoeuvrings or speed, and in order for you to manage to kill one, you need to be able to sustain a lot of pounding while you keep a strait line firing until you actually make enough damage.
Wouldn't that result in the player been restricted to only using the bigger ships?
Or you would have to run away a lot. (it could be interesting
I mean it surely would make things more realistic, And I am always in favour of realism, but totally realistically one ship should be able to fight off maximum let's say 3 enemies, and I don't think we would like to go that far.
The main problem I think has to do with the way npc's shots are calculated. I am not sure, but I suspect, that they don't actually aim, but they miss or hit with a dice roll. So while I straggle to aim the tail of an evading enemy for a few seconds, some other guy is pounding me from behind (that didn't sound right
) continuously without breaking a sweat. I don't know maybe it is just my impression. (I have to admit though that 1.82 version has changed that a bit)
So a smaller ship will have the small advantage of being a smaller target, with the great disadvantage of not having shield boosters, or naval energy unit.
Of course this is just an oxp and nobody is forced to use it,
But the reason I am writing here is that I would like to use it. it sounds like a good idea. I am just concerned about making small ships less appealing for fighting while normally it should be the other way around. (and I love flying small fast ships
So how would one impose equipment restrictions, since cargo space and money doesn't seem to matter after some time?
one way is what you are doing. Ship classes and categories and tech level
an other way is effecting the manoeuvrability and thrust of the ships and/or max speed (all possible I think in v1.82)
The best I think would be both.
I mean the only way I would to fight a Cobra Mk III with naval energy unit, shield boosters, and mil lasers on a flimsy Krait, would be if it was significantly less agile from my smaller ship. and I do not mean the Krait being more agile, (because after some level it makes aiming more difficult) but the Cobra being a lot less agile.
And agility is something that everyone would really consider when buying equipment.
Now about the equipment taking up space.
An Adder which is the smaller of the jump capable ships has dimensions 28m x 14m x 51m giving it about 20 cubics of space let us say 18 because it is not completely rectangular. if the 1/2 (totally arbitrary and self generated number) is occupied by the jump drives and basic equipment, minus 2 cubics for 2 tons cargo space we are talking about 7 cubics space for extra equipment so yes that is were things are kind of tight.
but a Krait is 94m x 21m x 82m which gives 162 cubics. Because it is shaped like e wedge lets say 81 cubics minus 1/2 for basic equipment/jump drive , = 40 cubics minus 2 cubics for cargo, we have 38 cubics. I think that would be enough for every equipment available in the game, and I am being plentiful
unless there is some flaw in my assumptions
So how about:
equipment categorised into
basic equipment: like cameras, life support system, fire extinguishing system, scanner, main engines, aviation, jump drive, shield emitters, basic shield generators, energy capacitors, energy generators, pulse lasers, torus drive etc
standard equipment: like fuel scoops, heat shields, fuel injection, extra energy unit, beam lasers, shield boosters etc
extra equipment: you name it
advanced equipment: you name it various oxp equipment
military equipment : like naval energy unit, naval shield enhancement, military lasers, ecm jammer, cloacking device, etc.
(I haven't but much thought in the categorising maybe some equipment could be moved from one to the other. Maybe we could use the effective tech level of the equipment to decide)
ships could then be low medium and hi tech,
with low tech ships only able to fit basic and standard equipment,
mid tech ships able to fit extra equipment
and hi tech ships could fit advanced equipment
military equipment would require a military upgrade, ( a military flag could exist for both ships end equipment)
and maybe a tech upgrade could take a ship one category up (but only one)
(maybe also the ships effective tech level could be a quide)
perhaps some equipment can have standard advanced and military version, (some oxp equipment already do)
finally every equipment would take up some space from the available (calculated with some better method than mine hopefully) or take up some cargo space if there is none available,
and would have some mass to be added to the ships mass,
Which in its turn would cause the ships max roll and max pitch and also the thrust to decrease
edit : Oh oh! and fuel consumption I forgot about fuel consumption !
max speed I dont think that should be effected, because max speed in the vacuum is relevant to the time that force is applied and in my mind it is just calculated by the nav aide to make the ship manoeuvrable with the given trust and roll/pitch .(being able to turn and stop in time)
finally it would be cool if a loaded ship could handle differently than an unloaded . Same affect for cargo and equipment
And of course all that would require a lot of fine tuning to keep some balance
The whole idea of restricting uberification (it is a word honestly
) is great.
I would love to check your oxp to have a better idea but it is not easy with a pilot that has already taken over some missions. I would hate to fail people that depend on me
Just food for thought. sorry for the long post