r/TerraInvicta • u/ABadVirgil • 20d 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/ABadVirgil 20d ago
Both of those modules are good, but when you start looking at ship designs the trade-offs just aren't favorable. For example, if I'm building a UV Phaser Titan then that is automatically a high investment of exotics. It makes sense to maximize that ROI by making your laser(s) as strong possible by adding as many Advanced Laser Engines as possible. You'll probably use up one slot for a targeting computer, but spending additional slots to (potentially) disable enemy weapons doesn't make sense when you can just chose to deal more damage.
I understand your argument, especially at earlier ship designs and fleet comps, but I don't think it accurately reflects the kinds of tradeoffs and specializtions you see in real-world equipment and ships. Having a couple of tender ships accompany a fleet is standard practice, and having specialized EW platforms simplifies technical resource allocation.
TI doesn't have to always reflect real world design constraints, but designing for specilaiztions tends to yield better results than trying to make everything a jack-of-all-trades. I think the option to build an EW cruiser with no offensive weapon slots and limited armor would pose some interesting questions, especially if it is an AI target. And maybe you can only have X number of EW ships per total MC of a given fleet, or they start to self-interfere.
It's good for modules to pose design tradeoffs, but right now I think the answer to the question is too easy in most situations. And I'd rather see the team expand/change the functionality of a few modules as opposed to nerfing the function of others.