as of sure a smaller ship wont have as much hull or have the durability of say a carrier as stated, but would say a corvette be a ship to desire or wanted if it suddenly becomes very weak vs anything else?
Well we will need to balance speed/size/hull. Currently, large ships do not work well, even with large shields. Sure, they work with AI, but what if AI get beefed up too, aka smarter then going straight, and actually act like SMART AI. you'd probably stick in a corvette/frigate/destroyer because there FAST. I could see them being a bit faster even, if need be in the future.
The object of a small ships is to use its speed to avoid taking damage, and slowly pick at large objects until there done. I will be fixing the strafe keys so you can move left/right without turning the ship, and it will be alot more beneficial with smaller ships. There can even be 'fast engines' only accessible to small ships with grouping in the future/etc that give a good amount of ACCELERATION. Compared to the default that ALL ships have.
The object of a large ship is to use brute force over speed/agility. It will be ment to take a ton hits, because it cannot dodge much due to the sheer size and slowness, and defeat enemies with a large range of guns.
Those are the two basic ship styles for small vs large, and anything in between. If AI acted like human players, you'd never see a human in a large ship, ever. AI are purely dumb at the moment so its easy to kill with a large ship. but PVP, you hardly see the vet player use a large ship unless its just for kicks.
i could see ships like carriers for sure, but what would they carry?
my idea would be a new ship but something robotic or seeking like a dart is and it be known as a fighter
such fighters would be much much smaller than a corvette and need very minimal graphics. these fighters could then be targeted upon some craft as a swarm and have the ability to absorb more damage than a missile yet way way less than a corvette.
Carriers already have been planned for basic use, and they do carry fighters. Fighters are there own group, nothing to do with weapon defines/etc. A carrier will have a amount of 'slots' for fighters, can you can choose freely what you want to have. For example, I have 10 free slots. A fighter might take up 1 slot, a 'super fighter' might take up 3 slots, a bomber might take up 2 slots. etc. But this can be discussed another time.
since you will have some classes of types of captains or a engineer that say is very good, subsystems should in those classes should heal faster after such a strike than ones that dont. so as long as that is figured in to the repair process vs time then mobys idea is perfect.
Subsystem repair is going to be slowed down now since hulls are in effect. Right now without hulls, if I slow it down, it would make it rather painful. Currently, in 1.2 after you lost shields, you were basically dead. In 1.4, subsystem hull points were beefed up so you can take some vollies before blowing up. 2.0 will lower subsystem points and slow repair speed (Repair speed is determined by crew members, so more crew = faster. Will keep this most likely until we change it in the future) The only two things that might keep a good amount of hit points are your reactor (power) and engines. You have to remember if you have more hull, your subsystems won't take alot of damage, like it 'currently' is.