The option to build a ship to specification.
Basically, you choose a ship size, and either select from a number of available custom hulls with some visual customisation options, or tack pieces together with a modular approach, such as with GalCiv.
You're then given a number of points to spend on the various base ship stats and modifiers, and on the number and size of internals and hardpoints. You don't have to use all the points, and can save credits by leaving some unused.
The obvious concern here is the danger of making existing ships in the game obsolete. To counter that, I would propose that the number of points available for customisation are considerably less than what would be required to replicate configurations of existing ship models. It would make sense that a bespoke vehicle would not be up to the standards of one that an experienced manufacturer has expertly designed, engineered, and refined.
Some might think this pre-nerfing of the points would make custom ships pointless or of little use, however, if each stat/modifier and configuration option has a bare minimum value (which could in some cases be zero), and we're then able to pour all the points into one or two configuration options, we could come up with some pretty crazy, and more importantly fun designs.
For example, a ship with no hardpoints or utility mounts, a paper thin hull, the agility of a beached whale, bottom rank shield modifier, thermal modifier, and every other stat and modifier except for base jump range.
You then set minimum sized core internals except for FSD and Fuel Tank (after considering power requirements), for which you select the largest possible for the ship size. Then you allocate one Size 5, two Size 3, and one Size 2 optional internal slots. All remaining points are then poured into the base jump range modifier. Then you D rate everything except for FSD (and probably Power Plant), which you A rate, and if possible engineer, pop a 5H Guardian FSD booster into the Size 5 optional internal, a 3A Fuel scoop into one Size 3, a 3D Shield into the other Size 3, and a 2G Planetary Vehicle Hangar into the Size 2. Then you go on a long (or possibly abruptly short) range suicidal exploration adventure in the 120ly jump range newly christened Brittle Firecracker deathtrap you call a starship.
Of course, you could also make other fun builds like a pure Glass Cannon or a threadbare Cargo Sack, or something slightly more balanced. I think a lot of players would enjoy coming up with design ideas and trying them out.
Basically, you choose a ship size, and either select from a number of available custom hulls with some visual customisation options, or tack pieces together with a modular approach, such as with GalCiv.
You're then given a number of points to spend on the various base ship stats and modifiers, and on the number and size of internals and hardpoints. You don't have to use all the points, and can save credits by leaving some unused.
The obvious concern here is the danger of making existing ships in the game obsolete. To counter that, I would propose that the number of points available for customisation are considerably less than what would be required to replicate configurations of existing ship models. It would make sense that a bespoke vehicle would not be up to the standards of one that an experienced manufacturer has expertly designed, engineered, and refined.
Some might think this pre-nerfing of the points would make custom ships pointless or of little use, however, if each stat/modifier and configuration option has a bare minimum value (which could in some cases be zero), and we're then able to pour all the points into one or two configuration options, we could come up with some pretty crazy, and more importantly fun designs.
For example, a ship with no hardpoints or utility mounts, a paper thin hull, the agility of a beached whale, bottom rank shield modifier, thermal modifier, and every other stat and modifier except for base jump range.
You then set minimum sized core internals except for FSD and Fuel Tank (after considering power requirements), for which you select the largest possible for the ship size. Then you allocate one Size 5, two Size 3, and one Size 2 optional internal slots. All remaining points are then poured into the base jump range modifier. Then you D rate everything except for FSD (and probably Power Plant), which you A rate, and if possible engineer, pop a 5H Guardian FSD booster into the Size 5 optional internal, a 3A Fuel scoop into one Size 3, a 3D Shield into the other Size 3, and a 2G Planetary Vehicle Hangar into the Size 2. Then you go on a long (or possibly abruptly short) range suicidal exploration adventure in the 120ly jump range newly christened Brittle Firecracker deathtrap you call a starship.
Of course, you could also make other fun builds like a pure Glass Cannon or a threadbare Cargo Sack, or something slightly more balanced. I think a lot of players would enjoy coming up with design ideas and trying them out.