As the title says, the idea is to replace engines as they currently are with a couple different types. I'll get into the second part of the title after that.
Naturally, the ship core would have a base level for all types of parameters as it currently does.
Type 1: Normal Engines. Determines how fast you accelerate and decelerate. In other words, what we already have.
Optional: Make the above only apply to forwards and backwards, and have a second version which works for horizontal and vertical strafes (both in one, no need to be any more complicated then that). Which makes them necessary for messing with planets, for instance (though you'll still want some anyway for manuevering and stopping).
Type 2: Turning thrusters. Determines how fast you turn. Simple enough. Add more for a ship that can turn faster. Would be useful for larger ships. Alter the core's "default" level of this power to make it necessary to throw one or two on small ships too.
Type 3: Engine Enhancers. Determines your maximum speed. Lets say a ship without any has a maximum of 10 k/s. Add some to increase it, up until the hard speed cap (which defaults to 50 currently, but for purposes of this suggestion can be upped to 100 or 200). Like other engine parts, its effect is scaled against the vessel's mass or size. So you will need more of them to make a large ship fast then a small ship.
The second part of this suggestion is basically to take what we have for hull currently (hardened hull is basically "Tier 2 hull"), and apply it elsewhere. Engines, shields, weapons, armor, power cores. Basically all the major things. For simplicity, we can probably allow multiple tiers of anti-matter cannons for instance to all use the same weapons computer (although a more expensive one could calculate a reticle that shows where the target will be by the time the shots travel there).
Effectively, this can allow small ships to take on larger ones, if you just happen to not like flying a large ship and are particularly rich. Spend enough money on a small "Tier 3" fighter and it may be powerful enough to tear open a large "Tier 1" battleship for instance. Alternatively, you can just be more selective with your purchases, and only splurge on higher-tier equipment for your turrets for instance to keep them small, or on particular parts for internal asthetic purposes. Anything more then 3 tiers is probably unecessarily complicated though, aside perhaps from a handful of unique high-end items.
Naturally, the ship core would have a base level for all types of parameters as it currently does.
Type 1: Normal Engines. Determines how fast you accelerate and decelerate. In other words, what we already have.
Optional: Make the above only apply to forwards and backwards, and have a second version which works for horizontal and vertical strafes (both in one, no need to be any more complicated then that). Which makes them necessary for messing with planets, for instance (though you'll still want some anyway for manuevering and stopping).
Type 2: Turning thrusters. Determines how fast you turn. Simple enough. Add more for a ship that can turn faster. Would be useful for larger ships. Alter the core's "default" level of this power to make it necessary to throw one or two on small ships too.
Type 3: Engine Enhancers. Determines your maximum speed. Lets say a ship without any has a maximum of 10 k/s. Add some to increase it, up until the hard speed cap (which defaults to 50 currently, but for purposes of this suggestion can be upped to 100 or 200). Like other engine parts, its effect is scaled against the vessel's mass or size. So you will need more of them to make a large ship fast then a small ship.
The second part of this suggestion is basically to take what we have for hull currently (hardened hull is basically "Tier 2 hull"), and apply it elsewhere. Engines, shields, weapons, armor, power cores. Basically all the major things. For simplicity, we can probably allow multiple tiers of anti-matter cannons for instance to all use the same weapons computer (although a more expensive one could calculate a reticle that shows where the target will be by the time the shots travel there).
Effectively, this can allow small ships to take on larger ones, if you just happen to not like flying a large ship and are particularly rich. Spend enough money on a small "Tier 3" fighter and it may be powerful enough to tear open a large "Tier 1" battleship for instance. Alternatively, you can just be more selective with your purchases, and only splurge on higher-tier equipment for your turrets for instance to keep them small, or on particular parts for internal asthetic purposes. Anything more then 3 tiers is probably unecessarily complicated though, aside perhaps from a handful of unique high-end items.