Core modules would be the main subsystems (minus Sensors?).
Optional would be most of the current stuff.
This NEW section, would be the ship computer. The core module would determine number of slots, size would be per hull, and class would be per money, and both would determine section slots.
Things that could go in the slots: (I'm not saying that ALL of these MUST go in, or that it's written in stone. Don't throw babies out with bathwater.)
Expected effects:
Straight up buff to exploration, without having to dedicate slots to Disco/DSS, that's 2 more slots for everyone to work with. A small extra AFMU, a small cargo rack, whatever.
Combat would be slightly affected by any upgrades, but one might have to choose between boosting damage and defense. Trade-offs are good. Perhaps best computers would use significant power, but could mount a unit to increase jump range. So combat ships might have to forgo spamming lots of modules, but an explorer could mount a better power plant, a better computer, and the jump module to compensate the jump range for having to bring a heavier PP.
It's not meant to affect combat in any meaningful way. Engineers do QUITE enough of that already. This is for changing function a little, and QoL stuff.
Big ships would have larger computers, so the tiny guys would have choices to make, and the bigger ones more options.
Optional would be most of the current stuff.
This NEW section, would be the ship computer. The core module would determine number of slots, size would be per hull, and class would be per money, and both would determine section slots.
Things that could go in the slots: (I'm not saying that ALL of these MUST go in, or that it's written in stone. Don't throw babies out with bathwater.)
- Dedicated slot for sensors? Not different than current sensor slot.
- Docking computer. For a 0T item, it uses an entire slot?
- Limpet controller E-A (Dedicated?) (1 limpet free, rest provided by optional-slot modules)
- Discovery Scanner
- Detailed Surface Scanner
- Anything else that makes sense to be nearly weightless.
- Possible upgrades that I haven't thought of.
- That navi-computer idea that I'm fond of, that drives you to your target at 75% throttle.
- Thargoid stuff maybe!
- Extra damn drive to store more data.
- Fast reboot/repair module.
- Extra turret brain, prevents intentional FF, increases how forgiving NPCs are of accidental damage.
- Transponder spoofer for ship and pilot rating.
- Game system for needy passengers.
- Power manager, to dynamically decrease performance of modules in exchange for them using less power.
- Data link scanner, I dunno.
- Dedicated planet-approach slot? IDK why THAT slot even exists, though.
- Scanners, like an asteroid scanner for composition or a yield-increase at short range.
- Night vision, or view enhancers, or thermal.
Expected effects:
Straight up buff to exploration, without having to dedicate slots to Disco/DSS, that's 2 more slots for everyone to work with. A small extra AFMU, a small cargo rack, whatever.
Combat would be slightly affected by any upgrades, but one might have to choose between boosting damage and defense. Trade-offs are good. Perhaps best computers would use significant power, but could mount a unit to increase jump range. So combat ships might have to forgo spamming lots of modules, but an explorer could mount a better power plant, a better computer, and the jump module to compensate the jump range for having to bring a heavier PP.
It's not meant to affect combat in any meaningful way. Engineers do QUITE enough of that already. This is for changing function a little, and QoL stuff.
Big ships would have larger computers, so the tiny guys would have choices to make, and the bigger ones more options.