Once again, my immediate reactions to … various parts. For bits I don’t include, you can safely assume that I concur with them as they are presented.
One additional characteristic: Torpedoes should definitely be heavier than other types of missile; I would suggest that the smallest ship able to carry a torpedo is a gunship, as I assume gunships will be a bit less prone to “slow = instant death” than fighters.
How about this as a weakening factor: shields and armor have a resistance, and weapons have penetration for each; however, instead of “penetration < resistance = useless”, how about it reduces the damage by a set proportion (50%? 75%?) as a way of further stratifying the weapons beyond anti-shield/anti-armor/anti-hull?
For instance, suppose we have an anti-shield weapon with low penetration that deals 100 damage. Against higher resistances, it drops to 50 damage. Next to this, we have a high-penetration anti-shield weapon that deals 65 damage. The first weapon will be more effective against the lower-resistance shields, the second more effective against high resistance, but neither is entirely useless at any point (at least against shielded ships). Armor could follow a similar scheme.
I would add one exception: any shield with 0 natural recharge (I’ve modded a few and found they can make for an interesting option) cannot recover even if a repair module is present. Maybe factor in the shield’s natural recharge rate somehow, so that a faster-recharging shield will also recover faster with a given repair module?
Is it possible to avoid resetting the missile’s fuel when it gets turned around? That particular quirk in GSB1 makes the Parasites’ scrambler ungodly powerful in a lot of setups.
Would this type of beam also be able to boost the efficiency of a shield repair module to bring a collapsed shield back up faster, or would it be restricted to ships with active shields? Personally I would prefer the latter.
I think this should be restricted to whichever ship classes can mount carrier bays - at the least, nothing below a cruiser should be able to handle this type of projector.
This should be coupled with a new order (similar to Cautious) that sets a fuel limit that triggers a return for refueling, so the player can avoid having a group of quick fighters that get massacred because they always drop to “empty tank” speeds on the front lines.
The fighter capacity of carrier modules will need to be balanced carefully - while any truly massive fighter swarm should effectively require at least one dedicated carrier dreadnought, It should be possible to provide a reasonable fighter screen for your ships with either a smaller dedicated carrier or a scattering of carrier modules throughout your larger ships.
Should fighters be required to report to their original carrier bay for refueling (as long as it is still functional), or can they refuel at the closest opportunity? The second scheme could allow for a situation where as the battle grinds on, fighters become less effective as they have to travel farther for refueling and returning to the battle since the closest carriers are out of supplies.
Would these only affect refueling speed, or would the tanks instead/also affect how many fighters the carrier ship can refuel before its supplies are exhausted?
A suggestion that may or may not be a total nightmare to code, but I’ll throw it out there:
Frigate: Footprint Magnification System. Similar to a decoy projector, but projects a cruiser hull (randomly selected from the race’s available cruisers each time the FMS fires up?) over the frigate mounting it, affecting the enemy’s targeting choices. Unlike a decoy vessel, a ship mounting a FMS is still armed and so can draw fire from the Rescuer and Retaliate orders.
One thing to consider: a higher variety of module types will also require at least some hulls to have a corresponding increase in total module slots. It feels very restrictive to have every hull force a choice between, for example, support modules or defense modules, with no room for including both capabilities at lower concentrations. Obviously not every hull has to have the capacity to be everything, but it’s also less than ideal to have no hulls capable of multi-purpose loadouts.
I am really liking the shape of GSB2 as it has coalesced so far. I hope we can all be of assistance in making it the best game possible.