Yep, you read that right. Idea is very simple and probably - as a result - very game breaking.
Particularly for the magic-mass Anaconda, but I digress.
Currently, ships come with a stock 'hull' that can then be upgraded for more hull hitpoints, resistances, and the like. We can then also install additional hull modules in military (or standard) slots. That's all well and good. Engineering allows us to modify modules to drop hull mass - typically for exploration, but also for added agility and the like - with the 'lore' reason being you removed components or replaced them with lighter materials.
The idea is simple: a grade (or several) of hull packages that reduce mass and reduce hitpoints. The purpose being, again, to either create a more agile (albeit flimsier) craft or to cut down costs on fuel for jumping and adding distance. Balancing would be a doozy, for PvP as much as PvE and exploration, but hey!
Now your corvette can jump 60ly easy. It'll just get smoked if those shields drop by a class 1 railgun.
(That happens already, but you know what I mean.)
This wouldn't shift the 'balance' of the ship lineup in any way as it just means Condas and DBXs can go even farther. Where it could really cause a stir is in PvP...because we all know FDLs turn too slow as it is, and my Adder clearly needs to be able to do fifteen flips instead of five when darting out of a busy station with FA off. Jokes aside, we're talking percentages and that can create some serious stratification (as seen in other engineering shenanigans). So it might be better for this 'module' to not affect hull mass (and hull) by percentage but instead straight values. That would help keep the pack of ships in a given meta closer together.
That's my bad idea!
Particularly for the magic-mass Anaconda, but I digress.
Currently, ships come with a stock 'hull' that can then be upgraded for more hull hitpoints, resistances, and the like. We can then also install additional hull modules in military (or standard) slots. That's all well and good. Engineering allows us to modify modules to drop hull mass - typically for exploration, but also for added agility and the like - with the 'lore' reason being you removed components or replaced them with lighter materials.
The idea is simple: a grade (or several) of hull packages that reduce mass and reduce hitpoints. The purpose being, again, to either create a more agile (albeit flimsier) craft or to cut down costs on fuel for jumping and adding distance. Balancing would be a doozy, for PvP as much as PvE and exploration, but hey!
Now your corvette can jump 60ly easy. It'll just get smoked if those shields drop by a class 1 railgun.
(That happens already, but you know what I mean.)
This wouldn't shift the 'balance' of the ship lineup in any way as it just means Condas and DBXs can go even farther. Where it could really cause a stir is in PvP...because we all know FDLs turn too slow as it is, and my Adder clearly needs to be able to do fifteen flips instead of five when darting out of a busy station with FA off. Jokes aside, we're talking percentages and that can create some serious stratification (as seen in other engineering shenanigans). So it might be better for this 'module' to not affect hull mass (and hull) by percentage but instead straight values. That would help keep the pack of ships in a given meta closer together.
That's my bad idea!