players should start with a basic ship and upgrade different components. Players should have wide latitude in mixing and matching components, with the idea that they could build up ships that are roughly anbalagous to RPG class archetypes (fighter, tank, wizard, healer, rogue). Or build up ships that defy those categorizations. of course each component will have tradeoffs.
Players could collect materials to build and fuel components. Some materials may require additional refinement/processing before they can be used in a component. Components could be traded and sold to other players or NPCs.
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Thrusters
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power storage (batteries/capaciters)
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power generation (fusion or fission reactors, solar power, chemical,
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Shields ( Force Field, drains power and is very visible could be tuned to different frequencies for effectiveness against different weapons)
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cloaking (Similar to shields except instead of protecting you from things it hides you. these would also be tuned to different frequency bands) and drain power.
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Armor (basically hull material and thickness, could be anything from strange exotic materials to Iron or simply a big net filled with rocks with your ship in the middle)
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scanning upgrades (scanning the EM spectrum upgrades get you farther into UV or IR, maybe with additional upgrades to detect gravity/magnetic/electrical profiles)
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kinetic weapons (a projectile that is launched and must make physical contact with the target, including: Regular guns, rail guns, missiles, nukes)
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electromagnetic (EM) weapons (Lasers/beam weapons, electrical weapons (lightning gun?), magnetic beams, tractor beams. Could also use beams to "heal" allied players maybe boosting their shields?
players should start with a basic ship and upgrade different components. Players should have wide latitude in mixing and matching components, with the idea that they could build up ships that are roughly anbalagous to RPG class archetypes (fighter, tank, wizard, healer, rogue). Or build up ships that defy those categorizations. of course each component will have tradeoffs.
Players could collect materials to build and fuel components. Some materials may require additional refinement/processing before they can be used in a component. Components could be traded and sold to other players or NPCs.
Thrusters
power storage (batteries/capaciters)
power generation (fusion or fission reactors, solar power, chemical,
Shields ( Force Field, drains power and is very visible could be tuned to different frequencies for effectiveness against different weapons)
cloaking (Similar to shields except instead of protecting you from things it hides you. these would also be tuned to different frequency bands) and drain power.
Armor (basically hull material and thickness, could be anything from strange exotic materials to Iron or simply a big net filled with rocks with your ship in the middle)
scanning upgrades (scanning the EM spectrum upgrades get you farther into UV or IR, maybe with additional upgrades to detect gravity/magnetic/electrical profiles)
kinetic weapons (a projectile that is launched and must make physical contact with the target, including: Regular guns, rail guns, missiles, nukes)
electromagnetic (EM) weapons (Lasers/beam weapons, electrical weapons (lightning gun?), magnetic beams, tractor beams. Could also use beams to "heal" allied players maybe boosting their shields?