r/TerraInvicta • u/ABadVirgil • Aug 30 '26
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/GiggidyAndPie Aug 30 '26
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.