We have our ships like the Cobra MkIII and AspX but what I would love to see is local differences depending on manufacturing location or local preferences.
Like a local Cobra MkIII "Lave Raider" with slightly more armour but less jump range and only available in Lave, IF you manage to find that model of ship for sale at that time.
Now, slots and weapon mounts are not changed but rather small percentages on their basic stats.
Each increase in a stat would mean another stat would have to suffer and there would be limitations to what stats could be affected.
A change of 5% on one stat would have the other get a negative -5% stat. in the case or Maneuverability it would be +/-1 while the opposite is a flat 10%.
Stats would of course be limited in range and be perhaps 2-5% and in rare cases 5-10%
Speed / Boost: increase in either base speed or boost will have the other attribute suffer
Ship Mass / Maneuverability: A ship with increased maneuverability need better thruster output and will suffer heavier mass
Jump Range / Armour: An increased jump range means a sacrifice in armour plating
Shield Recovery / Shield Recharge: Faster shield recharge or recovery is a tactical tradeoff
Shield Strength / Recovery/Recharge: A more powerful shield will suffer recovery and recharge time
Armour / Hull Mass: More armour will weight more and make your ship heavier
Like a local Cobra MkIII "Lave Raider" with slightly more armour but less jump range and only available in Lave, IF you manage to find that model of ship for sale at that time.
Now, slots and weapon mounts are not changed but rather small percentages on their basic stats.
Each increase in a stat would mean another stat would have to suffer and there would be limitations to what stats could be affected.
A change of 5% on one stat would have the other get a negative -5% stat. in the case or Maneuverability it would be +/-1 while the opposite is a flat 10%.
Stats would of course be limited in range and be perhaps 2-5% and in rare cases 5-10%
Speed / Boost: increase in either base speed or boost will have the other attribute suffer
Ship Mass / Maneuverability: A ship with increased maneuverability need better thruster output and will suffer heavier mass
Jump Range / Armour: An increased jump range means a sacrifice in armour plating
Shield Recovery / Shield Recharge: Faster shield recharge or recovery is a tactical tradeoff
Shield Strength / Recovery/Recharge: A more powerful shield will suffer recovery and recharge time
Armour / Hull Mass: More armour will weight more and make your ship heavier