What a coincidence, a perfect thread for this after being knocked off internet for the last week:-)
So, since I am bored and temporarily with no internet as I write this, and nearly homeless even though about two years ago I accidentally discovered the E=MC2-like fundamental basis of what would be some of the most futuristic technologies on this planet (which Steve Cole deserves half of the credit for)... and it's all so shockingly simple! Anyway, I thought I'd let Stardock know where I wound up taking the idea of “passives” in Star Control. Just because I am so hopelessly obsessed with games that I still can't help myself. I see two really good ways of using this idea realistically within what I understand SCO to be. It could work in a lot of different ways, but after thinking about it for a while I like these two for Star Control. I like the first one the best for how this particular game works, even though it doesn't work well for Supermelee and would only be for the full game. The second option could be made to work in Supermelee, but is not as good for the full game. Which version Stardock might think is better for the game they are making depends on decisions they have made, which I don't know, about other aspects of the game.
1) Not all ships would have a passive/support ability. Only the early, smaller, and weaker ships. The three or four smallest, weakest, and earliest ships can be modified by the humans on the mothership. Each ship on the mothership has a custom hangar bay space designed to support that ship. In the mid-late game the humans gain the ability to modify some of the smaller and more simple ships, and their hangar bay space, into support variants. This keeps these early ships relevant in the late game. Since you carry more ships than you are likely to need, this makes those “extra” ships useful to have around and keeps the earliest and weakest ships from becoming obsolete in the mid-late game. So the humans modify these earlier ships that would otherwise become useless and obsolete into “support variants”. It is the same ship, but the humans have replaced either the weapon or device with some type of “off-map support”. These support ships can be selected as an “off-map wingman” to provide a passive ability (or off-map support) to the ship the player is actually using in the fight. Four examples of things support ships might do in SCO are... “Targeting System Triangulation” (Offensive EW) provides a damage bonus, since SCO doesn't really have targeted weapons. Sensor Masking (Defensive EW) provides 2-4 additional hit points/crew, since SCO doesn't have stealth/ECM. Light Carrier (Fighter CAP) sends 2 fighters into the fight from the map edge at the beginning of the fight, or maybe when the ship in the fight takes damage for the first time. Missile Gunboat (Guided Missile Support) launches a missile from the map edge every 20-40 seconds or so, with a huge myopic zone (“safety arming range” in movie speak) to make this a nearly useless weapon on the map. The four weakest ships would be modified, with their hangar bay space also modified to operate them, to become support ships rather than front line warships, which prevents them from becoming useless later in the game. This would only be in the full “story mode” game, this would not exist in Supermelee. Of course, the support ships are almost useless if they are brought into the fight as the combat ship so you are giving up sheer numbers to have them... but they enhance the combat ships that you do carry. Some support ships won't be too helpful for some ships, for example adding 3 HP to a ship that has 6 HP is a big deal but almost irrelevant to a ship that has 30 HP. So to fully support whatever combat ships you are carrying would probably take at least 2 different support ships to cover them all with things that are actually relevant too them. Or, maybe you just want the Fighter CAP support ship because it makes beating the one ship that you hate to fight an easy thing to do.
In a struggle for survival the humans on the mothership are not going to just throw away older, smaller ships that have become obsolete in combat. They are going to convert them into being support ships of some kind. Most games, especially arcade games, “fudge” reality in a lot of ways to make for a better game. In Star Control's case a good example is the 1-on-1 “Champion Combat”. This is a fundamental aspect of what Star Control is, even though it makes no sense. It could be explained through pseudo-science as literally anything always can be, but doing so would mean that there could never be any type of fleet combat in the entire universe. If you, for example, said the physics of the situation meant three or more ships operating in the same area would cause all three reactors or drive systems to explode, that would make the Champion Combat make sense. But it would also prevent you from having any multi ship engagements in the story, or any invasions of homeworlds for example. So in Star Control's case this is a good place to “fudge” on this issue and just gloss over the aspects of this that don't make a lot of sense by simply never mentioning them. This leaves the freedom within the story telling to mention large fleet battles, or homeworld invasions by massive fleets, which can't really be portrayed in the game other than through cinematics. You are better off just “fudging” on an issue like this, and just glossing over it, than trying to come up with some silly explination for the Champion Combat that detracts from the story. Most people either don't notice, or barely notice and don't really care. They recognize that it is necessary because of how the game functions and accept that. For example, in my own top down space shooter I just gloss over the fact that the trip from the planet/colony to the Jump Gate would actually take 4-6 months. It's an arcade game, that trip would only take 4-6 minutes in the game. But everyone who realizes this is going to get that, it won't detract from the story or game at all... even though humans don't live long enough for this civil war to actually happen the way it is said too. Most people won't ever even notice this, most sci-fi games and stories (including Star Trek) have this same problem and you probably never noticed it before. It is the same thing here with the Champion Combat issue in SCO, just ignore that one thing (because you are stuck with it if you want to make Star Control) while still remaining “realistic” in all of the things that surround it. Emphasize what is realistic, and mask what is unrealistic as much as you can.
2) The “wingman” version I mentioned earlier in the thread would also work well. With 3 ships per species in the full game the smallest ship of each race could have a support variant available in some way. There is a front line combat version of the small ships, but also some type of support variant for the small ship of each species that the smallest ship can be converted into during the mid-late game. Where the support ships in the first option work with any other ships, these support ships would only work for the species that they are and not be capable of supporting any other ships. Each would be different, and tailored to aid the other ships of their species. Most likely, they eliminate or mitigate a general weakness of that race's ships. This might be made to work in Supermelee in an interesting way in addition to being in the full game, and is a better option if you want the support ship concept to be present in Supermelee.
Either of these would work very well with what I understand SCO to be. Something like this can, obviously, work in a thousand different ways, but these both work well with the single-ship Champion Combat of SCO and are “realistic” from the perspective of people who know how this stuff works in the real world. Also, I am replacing something (usually the weapon) instead of having it be a “passive” ability for a reason. The idea of just adding a “passive” ability, instead of removing a weapon or device to add that passive ability, goes against the basic logic of ship design and engineering... “if it had the capacity for a third system/ability then why didn't the original model have a third ability”? Did it just have empty, unused space and unneeded weight before adding this third new ability? Why? This is what makes Defiant on DS9 a “stupid ship”. If that tiny little thing can carry weapons nearly equal to Enterprise, as it is said too, then why doesn't Enterprise have many times more weapons and systems than Defiant? Why would you build a combat ship that risks the lives of 1,000 people when a 12-man ship can be almost as powerful? Defiant can almost fit into Enterprise-D's shuttle bay! Why would they not transfer this breakthrough in technology up through the larger ships of the fleet? Defiant really is a disaster of ship design and engineering lore that makes no sense at all. You have to ignore Defiant or the pseudo-science of Star Trek makes no sense at all. You don't want a tiny little “stupid ship” like Defiant breaking the pseudo-science of your entire universe. That is why I am replacing either a weapon or device (most likely the weapon) to create these support variants, which also makes them nearly useless to actually bring into a fight and therefore serve as “wasted hangar space” from the perspective of how many combat ships that you have available too you (i.e. “loiter time” or “time on target” for the mothership, if you understand those concepts).
Just having “passives” is just... gamey. What actually happens with expensive, but obsolete, warships in a time when warships are needed is that they get converted into some type of support ship that is still useful to the fleet. So using the idea of “passives” in this way uses the actual reality of why no ship becomes truly useless during a war in the real world to solve that very same problem in your game. The ships that become obsolete in the mid-to-late game now get converted into a support ship around that time so that they never become useless and are always an option the player might consider right up to the very end of the game. “Represent Everything!!!”, you'd be surprised how often doing that winds up solving problems within the game all by itself. Reality bites;-)