Look at Civilization and Alpha Centauri. Both have highly limited customization as compared to some games, and both are generally very well received by players.
I don't see customization as all that important. I would be perfectly happy with a game where I had even just 3 or 4 classes of ships that I can improve over time with research. Older fleets get sent back to dry dock to retrofit at a fraction of the cost of constructing entirely new vessels.
I've taken a step aside from these games because, while Alpha Centauri is sci-fi themed, it, like Civilization, deals with a world with obstacles (aka, not space). The movement is so different that I feel a lot of design decisions were made based on that.
That said, I'm still well aware of their design.
As Acharis stated though, I don't want designs to become obsolete per se. In essence, I don't want them to become cannon fodder or retrofittable units.
But Orymus3, to my understanding, wants to remove the whole obsoleting units concept And that's waaaay more controversial. The only games without obsoleting I can remember are tactical games (RTSes, tactical wargames simulating some historical battle), but for a strategy... I can't recall even one I played (althrough probably there are some).
Once again here, VGA Planets doesn't have obsolete designs. I mean, sure, the mid-ships were a decisive threats in the middle game, and by the time everyone started building bigger ones, they served a much more limited purpose... but to me, that's much better than games where your early units won't even scratch the bigger ones. It gives you a feeling that every ship is important, and to me, sending ships in outher space is so expensive that, in essence, every ship should matter.
The Enterprise-A would probably no match for Enterprise-E's armament in combat, but if it still roamed space, it would still serve a great purpose, and the longer it serves, the more profitable it has become.
Because my game deals with a lot more than just warfare (ferrying cargo for example), ships can be relegated to other missions to keep them relevant at all times, but I'd like for them to also remain relevant in the late-game, even as less potent threats. Assuming you can circumvent the enemy's defenses, they should pose a threat to inside colonies.
Take chess as an example it would be easier for to win If I started with 8 queens instead of 1 but that doesn't mean I'm invincible my opponent can still defeat me with superior planning and positioning.
Unless the Queen costs a lot more... If there is a resource system involved, players might willingly settle for 4 knights instead of a queen, because, unlike chess, every piece moves each turn, and that can help you corner your opponent quickly.
Imagine playing 20 knights vs 4 queens. Sure, the queens might be able to take a few kills, but before long, they'll be walking a boobytrapped floor. Even worst in a 10 rooks vs 4 queens I would assume (assuming each player plays all of his pieces every turn).
You could give each ship class a basic ability
1 - Fighter - Ignores Shields on ships size 4 and above
2 - Pursuit - Can attack bomb planets and bases
3 - Cruiser - Triple speed
4 - Battleship - Can attack multiple times per round
5 - Carrier - Launches fighter escort.
6 - Base - Repair, and shield nearby friendly vessels.
I don't actually use these class definitions. Each species has a finite number of core design classes, each with their own basic pros and cons (is it stealth based? does it have large cargo holds? how much fuel can you fit in their tanks? how many weapons? are they easy to hit?, etc).
So, in that regard, I can pretty much go in-depth as many ships are already best suited to operate certain mission types, helping them remain relevant throughout the game.
As far as your above mentionned definition goes:
Every "cruiser-class" type of hull in the game does benefit from being faster in general.
Every "carrier-class" uses fighter squadrons
The others wouldn't necessarily apply, but I see your idea, and I can work towards getting a few more unique abilities per hull or hull class.
I use cruisers for quick attacks but if I want to destroy colonies then I need pursuit vessels or battleships.
I use artillery ships for that, but they suck at close quarter. Pretty much in line with what you're suggesting.
If my opponent has battleships then I need a host of fighters and carrier ships.
This one I answer more organically. Battleships tend to have fewer weapons. For this reason, the player will feel he needs to equip better weapons, and engage larger targets. When faced with fighters, because of his limited arsenal, the ship will fire one-hit-kill-rays at fighters, but at a slow space, meaning that a sufficiently large fighter squadrons will have the advantage of numbers.
In general, in my current ship list concept, the carriers have the upper hand over battleships so long as they are out of range. When the battleship finally engages them (if he has survived) he can generally takedown the carrier very quickly. I like that there is no "hard rule" at work, but only gameplay elements organically shaping this outcome, and I want to do more of that.
BOTF has no ship customization at all (as previously stated). Instead, you would start with access to a limited number of ships (Colony ship, Scout ship, Troop Transport and perhaps Destroyers) and would unlock more as you progressed technologically. However, ships never really became obsolete. They would decline in power as more advanced ships were unlocked, but all was not lost. Each ship had a more advanced version of the same hull type (i.e. Destroyer -> Destroyer Mark II). Therefore, if you had built a large fleet of Destroyers early that is now looking week in comparison to your neighbors fleet of brand new top-of-the-line Battleships & Battle Cruisers, you could concentrate your research on the tech necessary to upgrade to Destroyer Mark II's, revitalizing your entire fleet into something that is once more a threat (instead of researching more advanced ship hulls).
In this case, ship customization is replaced by tech upgrades. Interesting. Food for thought at least.
My current design is using set ship hulls, with a hardpoint system. Each hull has a limited number of hardpoints available. Each hardpoint has a designated role (Light Weapons, Heavy Weapons, Point-Defense, Armor, Shields, Engine, Special ect.) And playing with the numbers of available hardpoints of different types alloys me to specialize hulls (i.e. Carrier, Strike Cruiser, Scout etc.), as I like the idea of having to choose to concentrate your research on unlocking a hull for a specific purpose, and not just be able to modify any hull for any use.
Multi-purpose harpoints, and racial or technological abilities could allow you to convert a certain number of hardpoints to a different type, allowing for other interesting mechanics.
The idea is to make customization present, meaningful and fun, but quick. I'm aiming to have no more than a dozen or so harpoints on any ship, to keep customization from becoming too time consuming. This is especially important if you’re aiming for a multiplayer capable game (which I am).
That’s the direction I’m exploring right now, and any comments or criticism would be more than welcome!
I like the "simplicity" of your system. Very interesting, and I'd probably play that!
My vision however is a bit different (and so it should, otherwise, we'd be making the same game, and that'd suck 'cause I'd have no fun playing yours!).
I really want to build around the lore of ship-centric designs.
As an example:
Race X
- has an "interceptor" that focuses on speed (because it needs to intercept) and firepower (so it can kill bigger things) "Gunship class"
- has a destroyer that has few but very powerful guns so it can take on larger enemies. Would be good against larger threats such as a battleship
Race Y
- has an interceptor that focuses on speed (because it needs to intercept) and fuel tanks (so that it can sustain pursuit) "Scout class"
- has a destroyer that has many guns. While the player could put big guns, this design would become too expensive given its expected "health", so it will generally be used to sweep down multiple enemies (aka, Fighters)
As you can see, Race X and Y would behave much differently in-game. Race X would send interceptors against slightly bigger ships without grouping them in fear of race Y putting a destroyer that could takedown many interceptors in one sweep. But he'd send his destroyer without fear of the opponent's destroyer as it would have the upper hand.
Race Y would chase down the enemies it can to the confines of the universe and field destroyers where he expects the enemy to try and send masses of interceptors or carriers.
Its not a very good example, but it should tell you how I envision each race to play differently.