Re-jigging the ship modules February 12, 2009 cliffski Tomorrow I’ll be stroking my chin a lot and rethinking how the modules that make up each ship are put together. I’ve got quite a long way into the game with the current system, but I have a few thoughts I need to elaborate on. Firstly, I think I’ll add a crew requirement, and maybe a heat one too. Ship modules currently have a financial cost, a weight, a hitpoint value (strength) and a power requirement. I think it needs a little more complexity so there are some interesting choices in module loadout for each ship. I don’t want it too complex, but it can’t be too simple and a no-brainer either. Secondly, I need to think about the number of modules per ship again. Currently they come in three sizes, for the three ship sizes. The downside of this is that I can’t currently have big cruisers with one huge fuck-off mega-gun and ten small anti-fighter lasers. I’m considering a hybrid system where you can stick a few fighter or frigate sized modules in extra slots on each cruiser. I’m not sure about that. I’m also talking to some artists about doing spaceship sprites. I don’t think my coder art is good enough. I also finally got the GUI and code for escort orders done, so fighters can be set to stick close to bigger ships and defend them from enemy bombers.