So I've been saying on a few threads the way effect modules used defensively should be changed. Currently they are all based on the mass of a ship but this seems to be a little counter intuitive. Defense systems should be based on what they affect and not the total size of your ship.
EMP:
This will be a ratio of modules to Reactors/Power Tanks
Ion:
Based on the number of shield capacitors on a ship, possibly rechargers as well.
Punch:
I'm not sure if punch currently grants armor to unarmed blocks, if so then mass would be appropriate. If the this only reduces damage to already armored blocks than the number of armored blocks on a ship should determine how many modules you need (standard and advanced hull).
Peirce:
Same as punch, I'm not sure of the extent of the protection...
Push/ Pull:
These will be determined by size of your thruster (this effect also seems to need a lot of work, at least last time I tested it)
Stop:
Anti gravity is something that would affect an entire ships mass therefore it would still need to be based on a percentage of mass.
OverDrive:
Top speed increase will be based on the modules versus number of thrusters. Ships with low mass thrusters can reach higher speeds fairly easy but will be slow to accelerate. If you want the fastest ship that accelerates quickly more resources will have to be put into your engines.
EMP:
This will be a ratio of modules to Reactors/Power Tanks
Ion:
Based on the number of shield capacitors on a ship, possibly rechargers as well.
Punch:
I'm not sure if punch currently grants armor to unarmed blocks, if so then mass would be appropriate. If the this only reduces damage to already armored blocks than the number of armored blocks on a ship should determine how many modules you need (standard and advanced hull).
Peirce:
Same as punch, I'm not sure of the extent of the protection...
Push/ Pull:
These will be determined by size of your thruster (this effect also seems to need a lot of work, at least last time I tested it)
Stop:
Anti gravity is something that would affect an entire ships mass therefore it would still need to be based on a percentage of mass.
OverDrive:
Top speed increase will be based on the modules versus number of thrusters. Ships with low mass thrusters can reach higher speeds fairly easy but will be slow to accelerate. If you want the fastest ship that accelerates quickly more resources will have to be put into your engines.