Create a Skill System that is upgraded by Experience. It will be designed as follows
The Game will have general Technology (Which is all technology in game (IE weapons, Modules Etc).
General technologies are used on any ship. they are the current modules and will stay unchanged.
Technology will be sorted into new
Primary Section
This area will be to improve current technologies (Modules)
Racial Sections (optional we can leave this out if its to much)
This area will be to unlock racial based technologies
Faction Sections
this area will be to unlock faction-specific technologies
Each skill will have 5 levels.
Each level will cost a specific amount of Exp, Based on its reserch Level.
So research level 1 is x1, where as text level 5 is x5 cost.
So at level 1 research, 10000 Xp, 20000 (level 2)
Where as level 5 research will be 10000 (LvL1), 50000 (Level 2), 250000 exp (lvl 3)
this is a balancing mechanic to help stronger technologies like weapons cost more to upgrade.
How technology levels will effect modules
Each technology will have a passive effect like 1% faster charge (projectile) speed.
Each Technology will unlock another (more powerful) technology after reaching rank 3-5 (depending)
Technologies and Modules
Each technology will unlock a module when learned. Each technology will have a cost to learn (Credits) This will help with stability of the game.
Research level 1 technology will cost 150,000 credits
Research level 2 technology will cost 250,000 credits
Research level 3 technology will cost 500,000 credits
Research level 4 technology will cost 1,000,000 credits
Research level 5 technology will cost 2,500,000 credits
Fitting ships with Technologies
Each time you unlock a technology, you gain access to a module That can only be equipped on a FACTION related ship.
so if i unlock a RAID technology , i can only use this on RAID ships.
How Each Technology will operate
Each Race and/or/ faction will get technologies only use able on their ships
These specialized technologies will become more powerful and more weaker (at the same time) then “General Technology”
Advantages and Disadvantages
racial technologies will be slightly stronger then general technologies in one aspect, but another slightly weaker
Faction technologies will be greatly stronger then general technologies in one aspect, but greater weaker in others.
Example.
General Shield Mod - Regeneration increased by 47.5%
Racial Shield Mod - Regeneration Increased by 65% By reduced HP by 5%
Faction (Tech Mod) - Regeneration increased by 95% But reduced all Resistance by 50
Example 2
Hull Regeneration (Frigate support module)
General: Regenerates 135 hull a second
Racial: Regenerate 100 hull and 5 energy energy a second
Faction: Regenerates 205 hull a second, but reduces all speed by 15%
Idea’s of unique Technologies to be added
(most below are passive mods)
Legion : Ablative Armor - All Hull damage received reduced by 15.
example, if i shoot you and see “150 damage” per a hit, it will reduce that damage to “135”.
Warden: Nano-Bot Armor - Regenerates 0.5% Of Hull ever second, but reduces max HP by 5%.
Armada: Combat Cloak (CPU MOD) When exiting cloak,
your next hit has critical strike set to 100%, but damage reduced by 25%
Vanguard: Improved Cloaking (CPU MOD): Increases the duration of cloaking by 5 seconds.
Tech: Regenerative shielding: Regenerates 15% shielding, but reduces max HP by 2.5%
Raid: Adaptive shielding: increases all resistance by 25, but reduces regeneration by 4%.
Last thing to add
In the ship screen, a more clear title should be added to understand what ship belongs to what faction