Yeah, but that doesn't account for ships with a lot of different weapons and ships with hardly any. I mean, you could easily exploit the salvage meter to easily get Aegis Generators even if your enemy hardly used them, whereas it would be far easier to steal their weapon systems if they used a lot of them.TrashMan wrote:You could handle salvage in a more simpler way...depending on the number of destroyed enemy ships you fill up your "salvage meter".. once it reaches 100% you get to pick one tech the enemy had on it's ship to research.
the salvage meter drops to 0 after that and you have to fill it up again for the next salvage.
This doesn't really work when your fleets are behind enemy lines.As for the repair mechaninic, given fixed fleet sizes you can just remove the damaged ships from combat for 1 turn (simulating them going to some repair yard).
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Some basic construction rules;
Whilst I'm not going to force anything regarding "spaceworthyness" there -are- several rules that will apply to appearance;
Ships should appear to be structurally sound.
A ship's core should not be more than around 25% covered by sections.
A ship's core cannot mount more than 2 weapons OR 1 module.
Sections should not overlap each other by more than 25%.
Weapons and modules should not physically overlap at all whilst being placed. Their edges may touch, but they may not overlap whilst doing so.