Ideas
General ideas for ship design mechanics. Not necessarily good ideas!
Resources
Management of various resources which are either used up (fuel is burned) or just used at the moment (e.g. 90% of the crew is currently dedicated to doing X).
- Heat
- Radiators
- Heat sinks
- Electricity
- Generation
- Storage
- Multiple power circuits
- Different voltages
- Breakers trip out circuits
- Battle short
- Fuel
- Propellant
- Reactor fuel
- Crew
- Number of crew
- Crew "time" spent doing tasks
- Mental state
- Entertainment
- Stress/morale
- Ammo
- Total number of bullets
- Bullets loaded into guns in magazines, slow reloading required once magazine is empty
- Partial reloads (forced reloading before magazine is expended)
- Bullets in partial magazines are wasted
- Bullets in partial magazines require crew time to extract and reload into another magazine
- Life Support
- Heat
- Consumables
- Food
- Oxygen
Armouring/Damage Model
Resolving how a weapon hitting the ship is converted into damage.
- Spaced armour
- Angled armour
- Bounce angles
- Overmatch
- Overpenetration
- i.e. hits that pass right through armour and the entire ship without exploding
- Only applies to impact fused ammunition?
- Lasers
- Reflection
- Heating/melting/ablating
- Phase change physics
- Internal damage
- Choosing what's damage
- Based on location of hit
- Random selection
- What is damage
- Reduce system functionality
- Remove from HP pool for system
- Don't damage modules - just subtract from a HP pool for the whole ship
- Choosing what's damage
Budget
- Mass budget
- High mass is a natural cost, so probably don't need to impose extra costs
- Money
- Could impose a cost limit for scenarios
- Requires components/modules to have a monetary cost