Flagships have the newest technology.
Possible mechanics:
Prototypes have the newest experimental technology.
Possible mechanics:
Possible mechanics:
- You can only have 1 flag ship.
- New Flagships can only be made by destroying your old Flagship or having both -old and new- at your home base.
- Abducted Flagships lose Flagship status after some time without pilot from your faction (though you can have none in that time).
- ...
- For paying a % of their build cost, you can get 10..20% thrust, weapon, power bonus... (but also 110..120% consumption)
- if %=100 and you paid 100 hull but have 120 on your ship, armour buff =+ 100/120 %
- if %=5 and you paid 3 hull but have 100 on your ship, armour buff =+ (3/100)/5 %
- if %=100 and you paid 100 hull but have 120 on your ship, armour buff =+ 100/120 %
- blocks (when new blocks are added)
- credits
- by locking faction points available for faction stuff.
- ...
Prototypes have the newest experimental technology.
Possible mechanics:
- A ship can have prototype blocks:
- Ship A has thruster prototypes
- Ship B has power prototypes
- Ship A and Ship B can NOT BOTH have thruster Prototypes.
- Ship A can have BOTH thruster and power prototypes.
- For each prototype block and added block, you pay research cost - Either:
- Spend Faction points
- You suicide Blocks (preferable for an increase in blocks compared maximum the ship ever had)
- Spend accumulated research-time (scientist crew)
- Abducted, Transfer to other ship, Replace killed: same mechanics as for flagships
- Abducted need to wait some time without own-faction pilot for it to lose prototype status
- Transfer at faction home (for prototypes could be changed to "any research station")
- Killed is instantly replaceable, but you may have to pay blocks or research points again to increase block type limits on this ship.