I am looking at this game and a way to cause the game to be good, fast pace, and make more ships with out actually doing all the work, so the excellent idea came to me last night. please take time to read it all and think about it
I purpose the following
The small amount of Work to be done
Remove the name of each class (interceptor, Fighter, Fighter)
Remove the Tier Assignment to each ships and modules
Add Rank requirements to all ships/modules.
Balance all ships to be near equal, except for the difference of their role.
Each Class will be named
Light Ship Class (currently interceptor)
Medium Ship Class (currently Fighter)
Heavy Ship Class (currently Frigate)
Each Class will have 5 types of ship
Light Ship Class (currently interceptor)
Light Interceptor (tackle)
Assault Interceptor (assault)
Heavy Interceptor (protection)
Battle Interceptor (support)
Command Interceptor (command)
Medium Ship Class (currently Fighter)
Light Fighter (Tackle)
Assault Ship (Offense)
Heavy Assault Ship (Defense)
Electronic Attack ship (Electronic Support)
Corvette (Command)
Heavy Ship Class (currently Frigate)
Frigate (Support)
Destroyer (Logistics)
Cruiser (Assault)
Battle-Ship (Protection)
Command Ship (Command)
Each class will have roles (currently in game)
Assault : Attack Bonus And Missile Capacity Per Synergy Level
Protection : Resistance bonus And Hp Per Synergy Level
Logistics: Increase Healing Amount and Energy regeneration Per Synergy Level
Command: Increase resistance and buff range per synergy level
Support : Electronic Warfare gets more range, and reduced cool down per synergy level
Tackle: Increased Speed, and acceleration per synergy level
note i changed some of the role names to make them better in english
Balancing the ships.
Each ship we should balance into close proximity of each other. Primarily, their differences will not be great, but the following will happen in stats
Debuffs
Assault : Lower resistance
Protection : Lower damage
Logistics: Lower speed/mobility
Command: Lower energy regeneration
Support : lower targeting range
Tackle: lower energy
Hp Differences
Light Ship Class (currently interceptor)
Light Interceptor (tackle) 5150 hp
Assault Interceptor (assault) 5350 hp
Heavy Interceptor (protection) 5500 hp
Battle Interceptor (support) 5250 hp
Command Interceptor (command) 5450 hp
Medium Ship Class (currently Fighter)
Light Fighter (Tackle) 9000
Assault Ship (Assault) 9250
Heavy Assault Ship (Protection) 9750
Construction Ship (Engineer) 9150
Corvette (Command) 9500
Heavy Ship Class (currently Frigate)
Frigate (Support) 15250
Destroyer (Logistics) 15500
Cruiser (Assault) 15750
Battle-Ship (Protection) 16500
Command Ship (Command) 16000
Module Slots
Because of this system, all ships will gain max of mod slots. this will help make the game better balanced.
Truly the uniqueness of the ships will be in the roles they play.
These stats can be changed, but ideally it will be in this close area.
Finished
From here we gain 15 unique ships per a race, and 6 unique roles this is a total of 30 unique ships, over 6 roles., all well suited for the game. no need to change modules, the buffs will give the modules superiority at what they do. Everything will be balance, the only changes that need to be made are balancing ship stats, and t he bonus %. since the ship graphics are already finished, everything will be set.