Just some potential balance issues that have caught my eye as I’ve been fiddling with designs.
ECM Beams - Are much better than every other form of point defense. I suspect this might be a bug, as their fire interval is listed at 1000 but their refire rate is very fast.
Nanobot Repair - Is so much better than the basic repair that it obsoletes it. You pay 30 more points and get more than twice the repair rate, improved repair supplies, and reduced crew requirements. It’s also suspiciously stronger than the Armor Repairs, though they at least have a role.
Cruiser Engines - I believe they favor the high end engines too much. Being as low end engines use more module slots (= less flexible, harder to armor) they should probably be more cost efficient then they are now. IE - Engine 1 is 132 points for 75 thrust. Engine 3 is 200 cost for 118 thrust. That’s a 57% increase in thrust for a 51% increase in cost. This is especially a concern since you need a lot of thrust to get useful speed on a cruiser. Granted there are other concerns like crew/power efficiency, but you don’t get a lot of that out of Engine Is given how much more module space you are using.
Cruiser Crew - Crew Module is 160 crew, Crew 3 is 290 (?), Crew 2 is 268. Even counting all the unlocked modules there are no crew modules which cater to the ‘in-between’ crew range. So you just use Crew 2, which is often waaay more than you need for a midrange cruiser. Shouldn’t crew 2 be around 220-240?
Armor at the Low End - The low end armor kind of sucks.
Take Cruiser Minimal Armor, which you have to unlock. It costs 89 points and gives 39 armor for 66 weight. Armor III costs 243 points and gives 105 armor for 120 weight. 2.28:1:1.69 vs 2.31:1:1.14. So you have a unnoticable cost advantage in exchange for crappy weight efficiency and horrendous slot efficiency. Armor I is 136:64:92, or 2.12:1:1.44. A slight cost advantage for cruddy weight and bad slot efficiency.
Given how important slot efficiency is for armor the low end armors should be pretty cheap. Much cheaper than they are now imo.
- Decoy Launcher - Is kind of pointless compared to just stacking more missiles. It only refires twice as fast as a missile launcher anyway, and there isn’t a lot of cost savings in using it. Plus the range is terrible.