First of all, let me get this strait: Gal Civ 2 is a great game, and this is all thanks to great developers who work hard to meet the wants and needs of gamers. I do however, think that the game's design can greatly improve in certain ways, particularily when it comes to ship design. IMO, ship designing should be more in depth. I (honestly) feel that there is little tactical or strategic depth to slapping on weapons and armor or designing a fleet with small ships or a small fleet with large ships. I would like to feel as though I'm designing war machines and not (metaphorically) building toy space ships with Lego pieces that implement rock-scissor-paper tactics.
My Idea: First, I think that gamers should be able to design a ship from the inside out. The inside of the hull would include things such as bridges, reactors, medibays, weapon bays and even recreational facilities for example. I've included a much more detailed list of examples. But let's first talk more about the essentials needed for the inside of the hull. A ship should have a bridge (for capital ships), a cockpit (for fighters), or an automated control center to be tactically operational. A bridge requires two facilities: the crew's quarters and the ship's life support system. In addition to designing a ship there is a required crew amount needed to operate the ship. This is supplemented by installing the required amount of crew quarters. The crew can be further complimented by installing facilities such as a medibay, cloning module, and a recreational facility. An onboard computer is required in order for the ship to be logistically operational. A ship should also have a reactor to power the ship's engines, weapons, facilities, and modules. Hyperdrive engines are a must for steller and interstellar travel, and tactical engines for maneuvering during battles. Now, let's go over this list:
Command and Control:
-Bridge/cockpit: self explanatory.
-Automated control center: Allows the ship's onboard computer to operate the ship without the need of a crew and crew facilities. This can save immense space inside the hull. This also increases a ships range as there is little to no need for life support. However, the drawback is that drone ships cannot gain combat experience. Also There is no morale, and thus no advantage or disadvantage to having high or low morale
-Onboard system computer: An onboard computer automates much of the ships support systems, assists in targeting acquisition, and augments navigation and communication. More advanced computer technology can enhance a ship’s logistic value and weapons accuracy.
Complimentary Crew Facilities:
-Crew/troop quarters: Self explanatory.
-Medibay: Saves and prolongs the life of crew members, which helps increase experience and morale.
-Recreational Facilities: Traveling in the emptiness of space inside a tightly compact
hull can quickly get boring. Installing a rec facility will increase the crew's morale.
-Escape Pods: Some of the experienced crew members from a ship destroyed in battle can be transferred to newly built ships.
-Life Support Systems: A life support system includes components such as oxygen tanks, artificial gravity generators, and provides things such as heat to counter the cold vacuum of space.
-Stasis Chamber: Greatly increases a ship's range by putting crews in suspended animation. This requires little life support and less energy from the ship’s reactor.
-Cloning Module: Throughout battle, crew members often die. A cloning module insures that there will be replacements, which further decreases the amount of crew needed to operate a ship.
-Detention Hold: Sometimes enemy crew can be captured and later interrogated. Having a detention hold will make capture and interrogation possible (helps espionage endeavors).
Specialized Modules and Facilities:
-Weapons bay: Provides a storage area for ballistic ammunition, and determines how many rounds a ship can fire in a battle. Energy weapons do not require a weapons bay and may fire continuously untill the reactor power runs low.
-Cargo Bay: Necessary for freighters to carry their cargo.
-Launching bays: Gives a ship the ability to launch tiny-small fighters. The amount of fighters is dependable on the amount of launching bays installed. Launching bays require large amount of crews and thus crew quarters because of the need for pilots and pilot replacements (fighters have a small survivability rate).
-Cloaking Module: Ships remain undetected on the strategic map until they initiate
attack. This makes it possible to set up ambushes on fleets, transports, or freighters. Slightly decreases combat experience.
-Holographic Replicator: Using hologram technology, multiple holographic images of ships can be generated, confusing incoming enemies as they initially don’t know which
ship is real or not. This gives ships a defensive bonus, especially during the initial
part of an attack.
-EMP Jammer: Decreases an enemy ship’s accuracy by jamming sensors and confusing target
acquisition systems.
-Solar Panels: Allows ships to collect free solar energy, thus freeing up the reactor's
required amount that it must produce.
Power and Propulsion Systems:
-Reactor: The reactor powers the ship and all of it’s components. A larger reactor is
generally more powerful, however it takes up more space within the hull. Larger reactors are sometimes needed depending upon the amount of installed energy weapons, shields, and special modules (such as a cloaking). More advanced reactors generate more energy and take up less space.
-Hyper drive Engines: Provides a means of propulsion for both steller and intersteller
travel.
-Tactical engines: Provides a means of propulsion for tactical maneuvering.
Weapons Systems:
-Energy weapons: can be extremely accurate, have long range, inflict minimal damage,
and have an unlimited supply of ammo but requires high amounts of energy (it draws
it's source of ammo from the reactor).
-Mass driver weapons: can be highly accurate, have short range, inflict heavy damage,
but require weapon bays with a limited supply of ammo.
-Missile weapons: can be decently accurate, have medium range, inflict maximum damage,
but require weapon bays with a very limited supple of ammo, since missiles take up much space.
-Mines: Ships with mines installed can lay a limited amount of mine fields on the strategic map. This can also be used to help blockade trade routes. A ship without good sensors equipped can easily run into a mine field. As mine technology becomes advanced,
advancement of sensor tech is required in order to effectively detect the advanced mines.
-Leeches (this could be a type of mine weapon): Drones that burrow themselves into the hull of enemy ships, eventually breaking hull integrity which strains life support systems, and causing further damage to the ship's onboard computers.
-Psy Weapons: There are two types of psy weapons, fear inducing and mind control. Fear inducing weapons can create immense fear, decreasing the enemy's morale and combat effectiveness. Mind control weapons can temporarily control the mind of enemy crews, causing them turn against their own.
Defense Systems:
No emphasis needed.
(Miscellanious) The introduction of morale: Morale is an important factor in warefare, as it can significantly determine the combat effectiveness of combating personnel.
-Genetical Engineering (Technology): Humans or aliens can be genetically engineered to counter the environmental hostilities of space, thus decreasing the need for complex life support systems. (for example, a species can be genetically engineered to be incredibly resistent to cosmic radiation).
-Space Acadamy (Building): Gives fighters and ships a reasonable starting experience.
You can see how there would be more possibilities to designing ships. There are multiple routes you can take. For example:
You can create a drone ship (saving space), install many weapons bays and missile weapons. This ship would act as some sort of powerful missile array.
You can emphasize on creating a professional fleet with high combat experience and morale, by installing corresponding facilities.
You can eliminate such facilities like a rec room, escape pods, and medibay to save more space, build a cloning module to save even more space because it allows a smaller crew, and use this extra space to build more weapons bays, or launching bays. The result is a much more powerful ship, but with less potential to retain/gain combat experience. I can imagine this as being a route that evil civs tend to take.
You could also use space to build more tactical engines, which will increase a ship's maneuverability and thus decrease the accuracy of enemy ships. (Side Note: Capital ships should be hard to maneuver, smaller ships should be very easy to maneuver). With the addition of EMP
jammers and a holographic replicator, you could make a ship that is difficult to target and hit. With cloaking technology and the ability to disengage or retreat from a battle, hit and run tactics would be possible. Of course, that would require lots of hull space and powerful reactors to pull off. But imagine both mine laying, ambushing, and hit and run tactics. You can gradually wear down even a superior enemy.
I think such things as experince and morale emphasis or the above can give a technologically inferior race more of a chance to hold its own defence or offense against a technologically superior enemy.