[UI idea] ModuleVariants

What this would be is a way to display variances on a module in one package. So instead of having a light plasma launcher, a heavy one, and a regular one, you’d have 1 plasma launcher that you’d right click to bring up a “variants dialog”, which allows you to choose among different setups for the module. It would, for instance, cut down on the confusity of the display of the modules in Unity (with 3 variants of every module :P)

Yes!!

Personally i would rather remove the varients all together. Instead have an upgrade option similar to what you find in Tower Defence Games.

When you select a turret, in the discription area you have a two buttons: Upgrade turret / Downgrade turret
The buttons increase or decrease the level of the weapon and its attributes. For this option, the module.txt file would look something like this:

[config.lvl0]
unlockcost = 0
lockable = 0
tech = 0
armour_penetration = 15
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 1
cost = 113
crew_required = 4
damage = 20
description = "It doesn't all have to be about the beam weapons. Pulse lasers may be unfashionable, but they can deliver serious damage, and switch targets more frequently. Pulse is the new beam."
fire_interval = 430
guiname = "Cruiser Laser"
height = 8.3
hitpoints = 100
icon = turret
min_range = 90
max_range = 490
name = "cruiser_laser"
optimum_range = 400
powerconsumed = 11
shield_penetration = 55
size = "CRUISER"
sound = data/sounds/swarm_gun_08.ogg
soundvolume = 1.0
speed = 6
tracking_speed = 0.9
turret_sprite = "turret_bull_v1"
turretsize = 12.0
weight = 135
width = 2.2
slot_type = TURRET
uisortpos = 1080

[config.lvl1]
unlockcost = 0
lockable = 0
tech = 1
armour_penetration = 15
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 1
cost = 213
crew_required = 4
damage = 30
description = "It doesn't all have to be about the beam weapons. Pulse lasers may be unfashionable, but they can deliver serious damage, and switch targets more frequently. Pulse is the new beam."
fire_interval = 430
guiname = "Cruiser Laser"
height = 8.3
hitpoints = 100
icon = turret
min_range = 90
max_range = 490
name = "cruiser_laser"
optimum_range = 400
powerconsumed = 11
shield_penetration = 55
size = "CRUISER"
sound = data/sounds/swarm_gun_08.ogg
soundvolume = 1.0
speed = 6
tracking_speed = 0.9
turret_sprite = "turret_bull_v1"
turretsize = 13.0
weight = 135
width = 2.2
slot_type = TURRET
uisortpos = 1080

[config.lvl2]
unlockcost = 0
lockable = 0
tech = 2
armour_penetration = 15
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 1
cost = 313
crew_required = 4
damage = 40
description = "It doesn't all have to be about the beam weapons. Pulse lasers may be unfashionable, but they can deliver serious damage, and switch targets more frequently. Pulse is the new beam."
fire_interval = 430
guiname = "Cruiser Laser"
height = 8.3
hitpoints = 100
icon = turret
min_range = 90
max_range = 490
name = "cruiser_laser"
optimum_range = 400
powerconsumed = 11
shield_penetration = 55
size = "CRUISER"
sound = data/sounds/swarm_gun_08.ogg
soundvolume = 1.0
speed = 6
tracking_speed = 0.9
turret_sprite = "turret_bull_v1"
turretsize = 14.0
weight = 135
width = 2.2
slot_type = TURRET
uisortpos = 1080

[config.lvl3]
unlockcost = 0
lockable = 0
tech = 3
armour_penetration = 15
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 1
cost = 413
crew_required = 4
damage = 50
description = "It doesn't all have to be about the beam weapons. Pulse lasers may be unfashionable, but they can deliver serious damage, and switch targets more frequently. Pulse is the new beam."
fire_interval = 430
guiname = "Cruiser Laser"
height = 8.3
hitpoints = 100
icon = turret
min_range = 90
max_range = 490
name = "cruiser_laser"
optimum_range = 400
powerconsumed = 11
shield_penetration = 55
size = "CRUISER"
sound = data/sounds/swarm_gun_08.ogg
soundvolume = 1.0
speed = 6
tracking_speed = 0.9
turret_sprite = "turret_bull_v1"
turretsize = 15.0
weight = 135
width = 2.2
slot_type = TURRET
uisortpos = 1080

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL

A lesser option would be to have 3 sets of buttons to change the Damage / Range / ROF (This is what the Unity Mod poorly tries to simulates)
Again the other parameters (cost, power, crew, etc) change in responce to your upgrades.

This would introduce another use for honor where you can use it to unlock tech levels (ie you need 10,000 points to unlock lvl 3 upgrades)
The Challanges / Missions could be restricted to a tech levels to keep the playing field level.

Needless to say, this method causes problems of its own (ie balancing, coding, etc.)