sorry to lump these together, might split em out but didnt wanna flood the forum.
Suggestions-
Offensive laser- drains a large ammount of energy per second to create a consistant beam. More effective against hull, but less effective against shields.
IFF - make Faction Modules useable only on bases, and make a cheaper and more specific version of the Faction Module for IFF purposes (weapons dont harm people on the same IFF). makes it more viable to have support ships covering capital ships due to the fact the massed weapons are about as likely to take out allies without the faction protection as enemies... when eco is stabilized it'll be a pain to outfit all those itty bitty fighter ships etc with full faction modules.
Weight Class modifier - a mod basically to the system which allows ships above a set mass the designation as a base... so you can have a mobile field base which is much less protected than a space station or planet is likely to be... but dont have to constantly set up factories etc everywhere you go if you and your faction roam... and of course if the ship is set as Home Base, its still revealed as any other static base.
Docking Clamp (counterpart) - instead of having the ship cores used as a makeshift docking clamp, have a counterpart piece which acts as the clamp point when you dock. personally speaking, i hate having the instant-kill point on fighters, cruisers or whatever out in the open just so i can dock them on a carrier....
Faction Store-
Allow a custom shop to be set up on home base designated locations. Basically its an un-regulated shop which relies on input from the faction itself to function. Everything related to the shop is maintained and benefits the faction itself.
Suggestions-
Offensive laser- drains a large ammount of energy per second to create a consistant beam. More effective against hull, but less effective against shields.
IFF - make Faction Modules useable only on bases, and make a cheaper and more specific version of the Faction Module for IFF purposes (weapons dont harm people on the same IFF). makes it more viable to have support ships covering capital ships due to the fact the massed weapons are about as likely to take out allies without the faction protection as enemies... when eco is stabilized it'll be a pain to outfit all those itty bitty fighter ships etc with full faction modules.
Weight Class modifier - a mod basically to the system which allows ships above a set mass the designation as a base... so you can have a mobile field base which is much less protected than a space station or planet is likely to be... but dont have to constantly set up factories etc everywhere you go if you and your faction roam... and of course if the ship is set as Home Base, its still revealed as any other static base.
Docking Clamp (counterpart) - instead of having the ship cores used as a makeshift docking clamp, have a counterpart piece which acts as the clamp point when you dock. personally speaking, i hate having the instant-kill point on fighters, cruisers or whatever out in the open just so i can dock them on a carrier....
Faction Store-
Allow a custom shop to be set up on home base designated locations. Basically its an un-regulated shop which relies on input from the faction itself to function. Everything related to the shop is maintained and benefits the faction itself.