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« on: April 04, 2024, 04:33:14 PM »
I can think of a few ways to go about a different system, though nothing too concrete just yet.
One way is to approach extra OP from the other wise of the spectrum — instead of using s-mods to gain effects without using OP, allow the player to generate additional OP by building in powerful d-mods. This additionally serves to eliminate the immutability issue not only in that said d-mods can be restored off the hull, but additionally in that a lot of flexibility is given in what the freed OP benefits.
Thematically this entails messy and destructive rearrangement of internals to free up capacity for a feature, so it makes a lot of sense for a refurbishment to blueprint factory settings to clear the mod out with the rest. This also obliquely disadvantages s-modded vessels since the mod, in addition to its customary debuffs, is eligible for removal alongside other d-mods and increases the cost of refurbishment; it checks out that additional damage to an already unsafely-modified hull would be more of an issue than were the hull firmly within tolerances and the benefactor of well-established maintenance tradition.
This is a decent array of disadvantages, but the end result should still be fairly advantageous: the process fundamentally allows the player to sacrifice qualities of a given hull that they find unnecessary for a certain role, to make the hull more performative in said role. This could certainly reenforce the primacy of a hull's already optimal roles, but in best cases it would also open up radical modification into roles a given hull would not typically fulfill, at a capacity at least viable for play (and possibly even competitive in certain circumstances); that is not particularly divergent from what s-mods should already accomplish in their current incarnation.
The balancing doesn't necessarily need to flatline said advantages, but careful treatment of the debuffs should ideally keep away truly ridiculous exploitation. Arguably more importantly, the debuffs need to be substantial enough to be genuinely felt in play; this significantly determines how different the experience of piloting a given s-modded hull would be from its modified baseline, and that difference is what we're really after.
I would also favor locking the feature behind a skill (tech or ind obviously; ord. ex., makeshift eq., and derelict ops are obvious candidates for a smooth integration at 2nd, 3rd, or 4rth tier without much skill-rejiggering). While this doesn't necessarily contribute to the balancing of the feature in the longue durée, it makes performance advantages a bit more earned; more importantly, it reenforces the exceptional and unique quality of s-mods by increasing their averaged rarity and demonstrating that their use requires particular proficiencies in in-depth ship-design, rather than being an unexplained default advantage over NPCs.
Finally, the system provides fantastic opportunities for enhancing AI-used ship variants. Some factions might enjoy the occasional use of one or two relatively standardized modifications on domain spec in accordance with their doctrines; others, particularly the pirates and pathers, could add a menagerie of quirks and informal retrofits to their arsenal, reenforcing their DIY design thematics and providing more interesting opponents to some of the most commonly-fought fleets in the game.