This suggestion basically entails the creation of some alternate ship core types.
To use them, you press your keybind to start building a new ship. In addition to naming it, you can select which core type to use (in the event the different cores are each a different part, then those you lack would be grayed out).
Each ship core type would have certain traits, and said traits could be altered via server configuration files if people wish. This can include what kinds of blocks are permitted to be built upon a ship in question. A given blueprint will also of course save what type of core it has into its file.
Note: The Capital Ship Core is not to be confused with the existing plans for "capital ships." See the Flagship Core for that.
Standard Ship Core:
This is the core we currently have.
-All other cores will use this (the current core) as the baseline.
Fighter Core:
This core is intended for small vessels. It possesses some bonuses to make it more effective, but also comes with some drawbacks as well. The following are some basic ideas on the matter. Naturally, the values could probably stand to be tweaked a bit for balance purposes. This is just a quick-and-dirty set of values.
-Weapons from a ship with a Fighter Core are able to damage docked ships and turrets without going through their parent ship's shields, making fighters good at attacking the turrets of larger vessels (especially if they didn't put some built-in shields on their turrets).
-Against stations, this only applies to turrets.
-2x generation from Energy Reactors.
-Energy generation softcap starts at 50k, and scales steeply, to the point where it should be extremely difficult to reach 200k.
-Energy capacitors, shield generation, and shield capacity would also have a softcap for Fighter Core ships.
-2x generation from Shield Rechargers.
-Maximum thrust to weight ratio is 3-5 instead of 2.5, and default maximum speed is a bit higher.
-Takes only 50% damage from all ships, except for other Fighter Core ships (fighter-core turrets on a non-fighter ship also do full damage to it).
-Cannot receive power generation from or give power to anything it is docked to (so if used as a turret, it must supply its own power). This also applies to power capacity.
-Does not provide shields to any objects docked to it.
-Build Area Size in any dimension cannot exceed 100 blocks (so max dimensions are 100x100x100).
Fighter Core vessels are limited regarding the following blocks and features:
-Cannot use Gravity Units, Jump Inhibitors, Transporters, and maybe Scanners.
-Are either limited to a single Jump Drive computer, or cannot use them.
-Maybe cannot place turret-related Docking Rail blocks.
Other notes: Since it does full damage to other fighters even as a turret, it also makes an ideal core for anti-fighter turrets. Also, due to ignoring the mothership's shields when attacking turrets (they still have to deal with the turret's built-in shields mind you), they are useful for weakening a large vessel prior to attacking it with your own large warships.
Capital Ship Core: (not to be confused with upcoming "Capital Ships," which are covered by the Flagship Core)
This core is to be used by vessels that are intended to be very large.
-Energy reactors produce only half their normal power.
-Energy generation soft cap starts a a higher value (10 million instead of 1 million?). If there is a softcap for power capacity, that is increased too.
-Shield downtime and reboot time increased.
-Cannot use Cloak or Radar Jammer.
-Maximum thrust to weight ratio is 1.5 instead of 2.5, and default max speed is lower.
-Total Structural Armor HP increased by 20%, and all blocks are considered to have 0.05 addition Block Armor.
-They are not protected by the shields of anything they dock to, and they cannot receive power from anything docked to them.
Other notes: The reactor nerf means you don't want to use this core for small vessels. You want to use it for something big enough to take advantage of the higher soft generation cap. The inability to be shielded by a parent vessel makes them ill-suited for use as turrets despite their increased armor.
Capital Ship Cores would possess some additional features or block allowances, as well as some restrictions:
-They can use Undeathinators, Plex Lifts, and maybe to be interesting, Race Gate Modules/Computers.
-They could possibly be permitted to have either some or all of the factory modules. At the very least, the Capsule Refinery would be nice to be able to refine mined materials on the spot.
Flagship Core:
These can only be built by the leader of a faction. Additionally, there can only be one flagship per faction. In short, these are cores for the type of vessel that is currently being planned for development under the term "capital ships." The term "Flagship" makes more sense since you usually only have one of those, whereas fleets can easily have multiple capital ships.
-These ships would have the same modifiers that a Capital Ship Core has, but under its own entry such that people can make them different in their server configs if they want.
-(As is planned for "capital ships" currently) These vessels can make use of a number of blocks you can normally only place on a station, including not only the factory blocks, but also shop blocks and maybe even Shipyards and Warp gates.
Other random ideas for cores, in the event that 3 plus a faction flagship aren't enough:
Civilian Core: Cannot use weapons computers or support computers except the salvage beam, but gets added benefit from cargo containers and perhaps a boost to salvage beams. Potentially can also use Capsule Refinery block. Maybe has weaker effect from shields.
Pirate Core: A core which does something piratey, I guess? Or maybe just an otherwise normal ship core with a skull and crossbones on it. Maybe its rare too. People always find some way to enjoy rare things.
Apple Core: Maybe you want a fruity ship? Ok, but seriously, toss the darn thing into the appropriate recepticle when you are done with your apple. Are you TRYING to clog up our life support system?! *grumble grumble*
To use them, you press your keybind to start building a new ship. In addition to naming it, you can select which core type to use (in the event the different cores are each a different part, then those you lack would be grayed out).
Each ship core type would have certain traits, and said traits could be altered via server configuration files if people wish. This can include what kinds of blocks are permitted to be built upon a ship in question. A given blueprint will also of course save what type of core it has into its file.
Note: The Capital Ship Core is not to be confused with the existing plans for "capital ships." See the Flagship Core for that.
Standard Ship Core:
This is the core we currently have.
-All other cores will use this (the current core) as the baseline.
Fighter Core:
This core is intended for small vessels. It possesses some bonuses to make it more effective, but also comes with some drawbacks as well. The following are some basic ideas on the matter. Naturally, the values could probably stand to be tweaked a bit for balance purposes. This is just a quick-and-dirty set of values.
-Weapons from a ship with a Fighter Core are able to damage docked ships and turrets without going through their parent ship's shields, making fighters good at attacking the turrets of larger vessels (especially if they didn't put some built-in shields on their turrets).
-Against stations, this only applies to turrets.
-2x generation from Energy Reactors.
-Energy generation softcap starts at 50k, and scales steeply, to the point where it should be extremely difficult to reach 200k.
-Energy capacitors, shield generation, and shield capacity would also have a softcap for Fighter Core ships.
-2x generation from Shield Rechargers.
-Maximum thrust to weight ratio is 3-5 instead of 2.5, and default maximum speed is a bit higher.
-Takes only 50% damage from all ships, except for other Fighter Core ships (fighter-core turrets on a non-fighter ship also do full damage to it).
-Cannot receive power generation from or give power to anything it is docked to (so if used as a turret, it must supply its own power). This also applies to power capacity.
-Does not provide shields to any objects docked to it.
-Build Area Size in any dimension cannot exceed 100 blocks (so max dimensions are 100x100x100).
Fighter Core vessels are limited regarding the following blocks and features:
-Cannot use Gravity Units, Jump Inhibitors, Transporters, and maybe Scanners.
-Are either limited to a single Jump Drive computer, or cannot use them.
-Maybe cannot place turret-related Docking Rail blocks.
Other notes: Since it does full damage to other fighters even as a turret, it also makes an ideal core for anti-fighter turrets. Also, due to ignoring the mothership's shields when attacking turrets (they still have to deal with the turret's built-in shields mind you), they are useful for weakening a large vessel prior to attacking it with your own large warships.
Capital Ship Core: (not to be confused with upcoming "Capital Ships," which are covered by the Flagship Core)
This core is to be used by vessels that are intended to be very large.
-Energy reactors produce only half their normal power.
-Energy generation soft cap starts a a higher value (10 million instead of 1 million?). If there is a softcap for power capacity, that is increased too.
-Shield downtime and reboot time increased.
-Cannot use Cloak or Radar Jammer.
-Maximum thrust to weight ratio is 1.5 instead of 2.5, and default max speed is lower.
-Total Structural Armor HP increased by 20%, and all blocks are considered to have 0.05 addition Block Armor.
-They are not protected by the shields of anything they dock to, and they cannot receive power from anything docked to them.
Other notes: The reactor nerf means you don't want to use this core for small vessels. You want to use it for something big enough to take advantage of the higher soft generation cap. The inability to be shielded by a parent vessel makes them ill-suited for use as turrets despite their increased armor.
Capital Ship Cores would possess some additional features or block allowances, as well as some restrictions:
-They can use Undeathinators, Plex Lifts, and maybe to be interesting, Race Gate Modules/Computers.
-They could possibly be permitted to have either some or all of the factory modules. At the very least, the Capsule Refinery would be nice to be able to refine mined materials on the spot.
Flagship Core:
These can only be built by the leader of a faction. Additionally, there can only be one flagship per faction. In short, these are cores for the type of vessel that is currently being planned for development under the term "capital ships." The term "Flagship" makes more sense since you usually only have one of those, whereas fleets can easily have multiple capital ships.
-These ships would have the same modifiers that a Capital Ship Core has, but under its own entry such that people can make them different in their server configs if they want.
-(As is planned for "capital ships" currently) These vessels can make use of a number of blocks you can normally only place on a station, including not only the factory blocks, but also shop blocks and maybe even Shipyards and Warp gates.
Other random ideas for cores, in the event that 3 plus a faction flagship aren't enough:
Civilian Core: Cannot use weapons computers or support computers except the salvage beam, but gets added benefit from cargo containers and perhaps a boost to salvage beams. Potentially can also use Capsule Refinery block. Maybe has weaker effect from shields.
Pirate Core: A core which does something piratey, I guess? Or maybe just an otherwise normal ship core with a skull and crossbones on it. Maybe its rare too. People always find some way to enjoy rare things.
Apple Core: Maybe you want a fruity ship? Ok, but seriously, toss the darn thing into the appropriate recepticle when you are done with your apple. Are you TRYING to clog up our life support system?! *grumble grumble*