I would not allow modular weapons, these come with the hull. The slots would be for "boosters" of all kinds: electronics, targetting computers, cloaking devices, shield boosters, additional thrusters, escape pods, scanners, battle bridge, command stations, etc. If there are weapons these would overshadow everything Plus, these are boring (you almost always select the best weapon, not much of a choice here).
In a 'slot' system, weapons don't take the room for special components.
Also, speaking to 'best weapons', my customization approach had no dominant strategy (in fact, it was pretty much built around the concept of having none). Think of it as a trading card game mechanic where the metagame dictates what would be best at any given time, but kept in constant flow.
Like you want cloaking, you install it
I always figured cloaking was a hull-centric ability, not something you can just add to any ship. Granted, I have more gameplay reasons to do so than flavor. I'd really hate to see cloaked battleships be standard issue to win the game. Instead, most cloaked ships should be smaller, and any faction with a cloaked battleship or cruiser would have a great advantage, so the ship itself could still be under par: it would see a lot of play.
if you like high accurracy you install targetting computers instead, or maybe you want better detection and you go for scanners.
I've thought long and hard about this, and for the most part, I think power generators and sensors capabilities are also hull-centric. I'm not saying you can't have a support slot filled with something to enhance your capabilities, but I think it makes a lot more sens to have it hull-based. Once again, it prevents you from trying to do everything (a battleship acting also as a detector-type of ship that can see cloaked enemies). I'd much rather have players dedicate funding to producing sub-optimal ships only because they are good detectors, then figuring out a way to make these ships actually useful (canon-fodder? transport? etc.)
For weapons I would make a simple upgrade. You research new weapon (beam), all future hulls are produced with new beam weapons (no choice), also you have an option to retrofit ships with older beam weapons.
The more I think about this, the more I realize I can make this game work with upgrades without an inflation of the base damage, which would annihilate the need to have the fleet 'match up'.
One of the great examples for this:
You start with cost-efficient (cheap) beams and missiles. But, as techs get unlocked, you find a beam that focuses to overpowering shields, but has little effect on hull, and then you unlock terrible missiles that deal with hull. You swap out 'vanilla designs' for a combo punch (the beams take out the shields, and the missile volleys destroy the ship). Despite having roughly the same damage output, its specialization allows you to deal with some enemies better. Just an example, but hopefully it opens up possibilities in trying to make some combos (range, rate of fire, modifier vs shields, shield penetration, etc.)
Also I was thinking of mutually exclusive choice of "versions" of the hull. Like they research a new "destroyer hull" and you are presented with 9 variants (better speed, better armour, different weapon proportion, etc) and you select one. From now one only that one can be produced. These difference would not be drastic, like you are not deciding if it uses beam weapons or torpedoes, that's hull dependant, but you have a choice if it has a bit more beam or a bit more torpedoes. You are able to choose a slightly different version of destroyer to use (making fleet more personal).
I was thinking a bit differently about this, but hopefully the result is similar: at level 1, you have a default scout.
At level 2, you unlock another scout perhaps, but this one is either faster, or has better detection, but costs a bit more. So from here on, whenever you want to build a scout, you can choose between the 'Yvan class Scout' or the 'Karbo class Scout' and they're somewhat different. Yvan class is more cost-efficient, but if you intend on running more complex missions with it, Karbo offers you a more rounded deal (possibly has large cargo as well, etc.)
If you only want to scout the enemy territory, Yvan is ideal as even if it gets destroyed, it won't hurt your economy much, but if you have a more complex purpose in mind (moving cargo, possibly resupply a warship, etc.) the Karbo might be a better fit, but is also a more interesting target for a cloaked enemy vessel.
1. It gives players a sense of ownership, in terms of more creative input into the game
I agree, though, too much customization is really playing the ownership card too much. I think most 4X games err on the side of player self-expression, and fail at actual strategy. Culture or Economy or Scientific progress quickly becomes the sole vector to determine who wins. I think keeping these concepts grounded and focusing on a more limited approach to ship design shifts the focus back to tactical prowess.
2. It creates a slight sense of uncertainty in play, which helps balance new and experienced players (those who have memorized all ship types and their abilities)
That is one of my serious concerns with a system that has absolutely no customization, and why I'm recurrently led back to going back to my customization system. Replayability insists that some form user-induced control be applied to insure the metagame evolved over time and keeps tacticians interested.
In VGA Planets, one of the dreaded / most boring moments is when you play a non-carrier race (a race that cannot construct large battle carriers) and you see one coming your way: experienced players know exactly what set of ships to 'sacrifice' to kill the carrier while taking minimal economic damage. This is not very intuitive, and it requires unnecessary memorization that does not feel like having earned battle experience. I'd like for players to learn from their experience and guess the 'right answer' to these scenarios, not from memory, but from trial and error. It should 'make sense'.
For example, if you see a frail 'sniper ship' coming your way with very long range rockets, you might want to build a tank (well armored) ship with long-range weaponry yourself and soak up some of the damage with your armor, all the while exchanging fire at long ranges, and come on top. Or you might want to build a high agility and fast ship to dodge the rockets and close on the enemy for ultimate damage. Whatever your strategy, it should make sense why you've won/lost the encounter, without having to refer to a manual written by experienced players on how to overcome specific strategies.
3. Uncertainty also makes the game more interesting and exciting without introducing real randomness (something I dislike in games, because you can have bad luck), through trying to read the mind of your opponent, which is a skill that is hard to master and NOT just based on rote memorization.
THIS.
If you've read a few of my previous posts, you'll know I'm not a fan of complete randomness. I don't feel it is interesting to win/lose because one got lucky. I think skill comes from gauging risk, and risk does not necessarily depend on a die roll. Seeing an enemy ship on your radar, but not knowing how its outfitted gives you a narrow and deterministic list of outcomes. You need to guess what your opponent has outfitted the ship with in order to make the right call, or ultimately, you can dedicate more forces than needed to overcome this. If you overcommit there, you can't commit elsewhere, and your opponent might play on your fear by sending volleys of weak weaponed ships your way. It's not random, it's fun, and if you lose, you can only say 'well played sir!'
4. It allows the game to change over time as players discover new combinations that work. Yes, this can also mean that sometimes it breaks, but it keeps things lively.
Agreed. Touches on the idea of a shifting metagame I was referencing earlier.
Now, as another said, it is important to consider what's core to your game. If this is supposed to be chess, which is an excellent game, and you don't want to sacrifice any of the pure strategy to unknown, then you may want to avoid it.
I like the concept of chess, it's high level of competitiveness, but chess gets boring to me, because of the steep learning curve of having to memorize a lot of stuff. That's where the idea of minimal customization comes in I believe, and I'm inclined to agree that it may be necessary for me to yet reimplement it.
I don't want to reward players that have learned these things by heart.
On the other hand, I want to reward players that have a lot of experience playing the game, and also those that took the time to make spreadsheets to figure out how to min/max the game and figure out what approaches are ideal. True, the metagame might shift, rendering their strategy useless, but that's only for a time. And even then, sometimes, proper execution of a sub-optimal plan can still lead to victory.
For example, in Starcraft 2 (and 1) there is something known as the build order. Basically, what's your usual 'opening' for the game. There are some 'cheesy' ways to open the game (forward gate push, zergling rush, etc.) and these may overcome a usual build order, but oftentimes you'll notice that expert players are so comfortable with their build order that they can deal with these unexpected strategy, and once they've clearly demonstrated they can survive it, they tend to win very quickly as a result. In these cases, their original build order was sub-optimal (the rush should be considered optimal unless the enemy sees it coming) but proper execution of a well rehearsed and thought-out plan actually manages to strike victory regardless. I think it really demonstrates how player skill should affect gameplay.
In my game, a player might go for an aggressive start and still be defeated by a methodical player that has a lot of experience playing the game.
In a recent VGA Planets game, someone took my homeworld early in the game, which would've normally meant immediate GG, but I've still managed to put up more than a decent fight, so much so that he was willing to concede his error and abort his attack on me and negotiate terms. If I was new at this game, I would've fallen immediately without any ability to come back.
I think that, to a degree, customization helps this as it allows for proper execution to thrump having the right idea.