I feel like the agility of your ship suffers way too quickly when mass piles on. The giant behemoths should be very difficult to turn, but a relatively smaller ship shouldn't start to suffer the same issues with agility so quickly as their giant brethren. I believe the scaling should be turned down a bit. I also think that because of this scaling ramping up too quickly it becomes next to impossible to toss hull onto a smaller fighter/frigate like ship without losing its agility.
I have a few suggestions for smaller ships (beyond simply tweaking the mass scaling) which I much prefer over a huge lumbering impossible to turn behemoth.
1. Introduce "light" hull pieces, offering very little in protection and allowing us to cover our ships in hull and not lose as much agility. I'm not sure if this is planned since I'm relatively new, but also maybe make these a sort of half block? These half blocks can also help not turn your sleek ship into a blocky mess by taking up half the space of a regular block. Wedges are already around, how about some half blocks!
2. A new thruster class for localized thrust. This could increase agility for roll, pitch, and yaw but not increase max speed and acceleration. Make these have diminishing returns so they can't be abused on huge ships, but still benefit those ships as well to a certain degree.
3. New modules that benefit certain sized or certain "classes" of ships but not others. Something like modules that give increased benefits to ships under a certain weight (for sake of example, a power module that has increased power output if your ship is under 70 mass). Once your ship weighs more than that weight, instead of benefits you actually get less output than the normal modules already in game. Could help smaller ships pack more of a punch in certain areas without sacrificing real estate on their ship. Balance here will be tricky but worth while in the end I feel.
Of course the idea of changing the scaling of mass and agility to help out those smaller ship classes trumps these but they are ideas none the less that I think can benefit the game. I would love to hear you guys build upon these ideas or even offer suggestions better than these!
I have a few suggestions for smaller ships (beyond simply tweaking the mass scaling) which I much prefer over a huge lumbering impossible to turn behemoth.
1. Introduce "light" hull pieces, offering very little in protection and allowing us to cover our ships in hull and not lose as much agility. I'm not sure if this is planned since I'm relatively new, but also maybe make these a sort of half block? These half blocks can also help not turn your sleek ship into a blocky mess by taking up half the space of a regular block. Wedges are already around, how about some half blocks!
2. A new thruster class for localized thrust. This could increase agility for roll, pitch, and yaw but not increase max speed and acceleration. Make these have diminishing returns so they can't be abused on huge ships, but still benefit those ships as well to a certain degree.
3. New modules that benefit certain sized or certain "classes" of ships but not others. Something like modules that give increased benefits to ships under a certain weight (for sake of example, a power module that has increased power output if your ship is under 70 mass). Once your ship weighs more than that weight, instead of benefits you actually get less output than the normal modules already in game. Could help smaller ships pack more of a punch in certain areas without sacrificing real estate on their ship. Balance here will be tricky but worth while in the end I feel.
Of course the idea of changing the scaling of mass and agility to help out those smaller ship classes trumps these but they are ideas none the less that I think can benefit the game. I would love to hear you guys build upon these ideas or even offer suggestions better than these!