- Edited
After reading the roadmap, I could not find these:
- size scaling slider for weapons to 2x, 3x, 4x width&height in exchange for 4x, 9x, 16x more power and 1.5x, 2x, 2.5x hitpoints and 5x, 12x, 25x credit cost (all numbers are arbitrarily chosen as an example). Also 0.5x, 0.25x options for smaller ships.
- weapon control room: a cheap room with 1 crew to control all of its neighboring turrets. Downside: all those neighboring weapons target same spot. (For fighter ships with only 2/4 crew)
- control room can act as weapon control room (again, for fighter)
- mining laser: starts drilling oponent's hull and gets credits (works on asteroids, some debris after a battle)
- cloning machine to produce crew in-battle at cost of 150 credits, as a crew source for fighter/corvette factories (that release them with detonation of explosive charges)
- remote shield generator: projects a weak shield strength towards a small allied ship (like a fighter) from a big room.
- ion beam power transmitter: same as ion beam weapon but targets an allied ship's receiver port and shoots it to give it 1 power so that its crew picks it to power powerless systems (like a fighter without reactor but with a storage) but less efficient than a crew walking on corridor
- conduction subsystem: a long room that gets power/ammo from one end and moves it to the other end instantly or at least much faster than crew but explodes when destroyed if it has power/ammo in it and has litttle hitpoints (for sniper build) and still needs crew on both ends
- ability to release a reactor to space with a button press. Because why not?
- less/more efficient versions of energy storages in exchange for less/more credit cost.
- control room also acts as engine room (for fighters again)
- rotating hardpoints: you put there something like a shield and it can rotate it towards incoming enemy fire or rotate an engine to fine-tune the thrust or even rotate a whole ship wing as if its a giant robot
- R&D room: when paired with a sensor room, it can find valuable info from nearby things and passively produce credits at expense of massive power/crew allocation & being stationary is mandatory to make it work right. Also gives good bounty to enemy when captured intact or less bounty when destroyed
- nano particle armor: ability to regenerate 10% of lost hitpoints of its own after every incoming damage that does more damage than 20% of its hitpoints
- liquid metal armor: equalizes/balances its hitpoints with its neighboring armor blocks or distributes kinetic damage to neighboring armor blocks
- crew can leave energy plasma on moving walkway (but an upgraded version) and another crew can pick it from somewhere else
- crew-net thrower: same as going fishing but catching survivors of allied ship debris floating in space instead and adding them to the ship crew
- powered armor: throws a layer of itself towards incoming nuke. Needs only 1 energy to work for life time. Expensive. Less hitpoints.
- surface rails: when surface of a ship is made of this module, any weaponry/armor attached to it can be moved around the ship when ship engine fails to rotate the ship. (For death stars, borg cubes, etc)
- nano warp drive: warps during battle to jump behind an enemy ship at the cost of high energy and a short disabling of sensors
- Cheaper crew: only 100 credits per crew but without space suit so any hull breach results in suffocation of all crew of this type
- Life support system for the cheaper crew. When hull is breached, air is gone but thanks to life support, they have a minute or two to repair the ship until its air is totally consumed (air is regenerated only by ship repairing)
Are these logical?