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Ideas

General ideas for ship design mechanics. Not necessarily good ideas!

Resources​

Management of various resources which are either used up (e.g. 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

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