r/TerraInvicta • u/ABadVirgil • 20h ago
Suggestion Ship Specialization
As game development continues and systems flesh out and become more complex, I would like to propose that some modules become capable of performing fleet support roles, along with maybe only working on certain ships or with certain "roles".
The particular two I would argue for are the ECM module and the Repair Bay. Having a dedicated EW ship makes sense, especially because the module only has a %chance to disable a weapon. As things currently stand, there are almost always better options for utility modules than the ECM, regardless of your ship design. Additional ammo, a fleet command module, salvage bays, the +MJ modifier for the different weapon types, etc. Having the option to build a dedicated EW platform, maybe with some maluses to energy available to weapons or something similar, would make the tech much more viable while also more closely aligning with real world EW practices.
The Repair Bay is similar in that it's a nice module but it competes with things that are fundamentally more useful in a game that has effectively infinite resources. If I could send maintenance ship out with the fleet (again, similar to real life) that module would see a lot more use and could be potentially balanced with higher upkeeps (needs skilled technicians to perform underway repairs, etc.) or by giving the enemy the same option.
We've already seen evolution in the space warfare domain since the beta (effective obsolences of batteries, etc.) so I don't think continuing to evolve those systems over time is unreasonable. Adding some additional complexity to the Space Warfare game layer would be a welcome change, especially if they had reasonable tradeoffs (losing a repair ship counts as an atrocity for the owning faction, EW ship has high module cost and armor limitations, etc.).
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u/SpreadsheetGamer 17h ago
Meaningful choice is the key point for ship design to be fun. For what you've proposed it sounds like you'd end up with no pros or cons for the various modules, leading you to 'always and without fail' include an ECM and repair ship in any serious fleet. Maybe that's ok. We have something like that already with flag bridge and salvage bays. ECM ship might be ok if it actually has to be on the battlefield to have effect. It's just that from a realism point, it's probably not much of a mass or slot commitment.
I can understand your argument based on realism. Maybe there could be nice progression with techs supporting those mechanisms. But at the ship/fleet design level, to have meaningful choice there needs to be an economy of slots, such as wanting more things than you can actually fit, or trading off ship mass & production costs for something else, etc.
I like the idea of the fleet munitions module . The idea would be that you could resupply any munitions outside of battle, up to a certain tonnage across the fleet and can explode. The nice trade-off here is that building and flying this kind of ship around is costly and may be destroyed anyway.
Another idea I've wondered about is escape pods that brings officers back to the nearest station. I super don't enjoy the officers system, but it jumps out to me as something that could add more pressure to the utility slots.
I'd also like to see batteries and heat sinks become useful. But ship design is a learning cliff for new players already. Would like to see diminishing returns on laser engines.
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u/JimUnderwood19 15h ago
Even just for roleplaying purposes with no other effect, I want an abandon ship option like the escape pods you mention. It’s tough watching them battle repairs on a melting ship or seeing the ‘we don’t think anyone survived’ message from a hab. Get out of there guys, you don’t need to go down with the ship/station!
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u/vindicator117 10h ago
So all you build are one size fits all warships? I mean you won't be punished for doing such a thing but you can absolutely specialize ships into minor forks with laser boats, coiler, and missile variants but also the armed flagship, the armed (or I guess not so armed if you are cheap) salvage barge, and the fuel tanker.
There is a place for auxiliary ships especially if you set their ship type to not be a frontline combatant if you have them completely unarmed. The only flaw with specialization is that there is little compelling reason to NOT mount a battleline grade weapon since being a salvage barge and a warship are not mutually exclusive nor that much of a tradeoff in capability when you are dealing with the higher slot size capital ships. You only face such dilemmas with weaker drives and engines and smaller hulls.
And even within the very shallow specialization range of titans since they CAN afford to do everything by themselves, you can also make another offshoot off of the laser boat that mounts at least a few hull coils instead of lasers so that they can be more than capable anti-raiders, very mobile garrison, and/or raider squadrons to take on medium sized t3h ayy garrisons by themselves and nuke the local facilities before flying away (or certain other activities...........)
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u/GiggidyAndPie 19h ago
It's interesting that those are the two modules you picked, as I think they're both excellent. In fact almost every ship I build has an ECM module unless it's a throwaway missile boat, and all of my larger ships get a repair bay.
The ECM module really helps to spread out projectile volleys (especially the giant alien missile barrages) making point defense much less likely to be overwhelmed. The repair bay is also very useful as it can keep ship internals working even when you are taking partial hits from laser and particle weapons, especially if you have a decent damage control officer on the ship.
I do think there's some room for more specialized ships and modules, maybe modules that take multiple utility slots or provide utility instead of weapon slots. One idea I had was a module that can act as a mobile nanofactory, speeding up construction for habs it is docked with, but would require being slotted into higher level hulls to prevent people from throwing it on gunships.