Just a few thoughts to ship attributes:
- Shields: Single bubble or segmented? (2: forward, aft; 4: +,left ,right; 6: +, top, bottom), possibility to to distribute shield energy? Regenerative? I think so.
If they get destroyed, they won't become active again until they have a capacity of 20% (this reduces calculation of damage distribution between shields and armor...) - Armor, structure: If the shields fail, your a still have some protection. Not repairable during flight/mission
- Agility, maneuverability: How fast can you dodge incoming fire
- Afterburner: "3rd-dimensional escape", a possibility to countermand recoil of some big weapons - i.e they can only be used if the afterburner is available.
- Weapon slots, weapon cache: As defined {I didn't have the time to read through all the code yet}
- Computer, radar: How good are your guided missiles and how fast can they lock on to an opponent, or how often can they be fired?
- Reactor output, reactor capacity: Some weapons/systems may only be used if a certain reactor is installed.
- Copilot: improves all stats at once
- Reactors, shield generator, engines, computer cores: Improve a certain stat, but decrease maneuverability in general (higher inertia due to higher mass)(??)
- Ship model: Drastic measure, but is more adaptive to a play style. (interceptor, fighter, bomber)
cheers
nico