A lot of these suggestions a pretty good ideas.
Just wanna address a few things.
First, I\'m fairly certain that turrets do not share the shields of the mothership. You can build turrets with shield blocks, but the shielding of a turret is entirely separate from the shielding of the mothership.
Second, I wholeheartedly agree that core drilling/tunneling is a terrible detriment to combat depth. Although I\'m not sure I agree with your solution. Combat would just involve drilling holes to destroy one block, and then doing it again for the second block.
I definitely think that the radar signature of a ship should not point to its core, rather it should point to the center of dimensions. It isn\'t 100% realistic but radar is based off of dimensions so it makes some sort of sense. That would solve a lot of the drilling, since they have to find the core first.
The problem then at that point is fixing the AI so that the AI doesn\'t immediately target the core, and instead just fires at the mass of the ship closest to it or something.
I also think targetting should change, I think using F to target a ship should instead target whatever block you aimed at when you pressed F. This could be how the SD-BB missiles and targeted turrets would track their projectiles.
And heat seekers should go to either power, or thrusters. Not the core.
That\'s all the feedback I have on core drilling and how to make it more fun to fight other ships.
Also, clever idea to improve hull with your \"Hull Plating\" solution. I like it, however there is one flaw I noticed. If connecting blocks to the augmentor increases Armor, then it\'s not beneficial to create individual plates of armor across the ship. It\'s more benefitial to just cover your ship in one giant plate of hull, because that would give you the most damage reduction.
However alternatively, you could set up a cap, where after so many blocks have been connected to the augmentor, the armor caps at 75% for instance. Actually as I mention this, such a cap would definitely have to be in place, else people could build plates that scaled up to obscene levels like 99% or something.
Also I would suggest that the HP gain work similar to power. Like when you connect hull to augmentors, you gain moderate amounts of HP to the plate, but you get diminishing returns as you add more and more, and eventually a fixed minimum amount of HP is added per hull block. I think it would be beneficial if this fixed minimum was hit a somewhat low amount of mass, like 100-200 mass worth of blocks or so. And the diminishing returns should be on an individual level of augmentors. So if you reach the point where you only get the fixed minimum amount of HP on Plate A, you can begin making a Plate B adjacently and the diminishing returns on Plate A have no effects on the stats for Plate B.
In this way, making multiple plates is beneficial, because you\'ll have the 75% armor cap on multiple different parts of your ship with varying HP on both plates. It\'s more beneficial to have multiple plates rather than have your ship covered in one massive plate since you\'d reach the fixed minimum HP gain per hull block after a set amount, and you\'d lose efficiency.
Ya know, this hull idea is starting to sound really really good.
Lol, what do you think Doc?