Greetings!
I haven't posted in a great while, but when i have I have gotten valuable responses and insight. So I'm back again-
My game has advanced much(thanks to said feedback) but now I have a wild hair about redesigning the ship defensive weapons... As the current setup may be too simplified to make missile defense classed ship significantly different from other classes.
(shameless plug, playlist of videos of game so you can see what i have been up too and spare me from explaining everything)
https://www.youtube.com/playlist?list=PL5VSPxg5ImI_H9hmMp5Fruk5iaozVQaif
Currently you can place as many radar units on a ship as you like, but only the strongest one counts. Radar performance is based on a range factor, pulse rate, and number of intercept tracks the system can handle. So right now you can just throw on a class 5 radar and forget about it.
What I have a wild hair about is separating those factors into different units, Namely "area" radar (for finding large objects/ship at range) akin to navigational rotating mast type, target designation radars (tracking missiles/fighters, ect) and combat control modules that would additive boost the number of hostile tracks the total system could engage. I could further complement this by having the designation type have directional arcs of cover ala fixed AESA panels. The fun part about doing all this would be the potential of having much finer ability to impair said systems when modules are disabled/destroyed.
The cons that comes to mind with this setup is that the minimum number of modules needed for a viable air defense system goes up quite a bit. The added complexity of the system might throw new players off some as well. The pros that come to mind are I could have a much wider variety of real unit builds between classes (especially between Command & Control class and AA Defense class) Where basic enemy detection and strong intercept capability could be wildly different builds. I could mix and match the capabilities of the modules between super specialized and generally poor all round performers.
The minimum modules a single ship would need to be viable would jump from 5 to 10 or so though...
^ Circus comes to town! Missile design with a dozen plus VLS packs ^