Alex is adding this awesome ship breakup effect-- see the twitter.
https://twitter.com/amosolov/status/759412823948689408Best of all, it's actually random each time rather than preset pieces. I thought of a few things for this effect to keep it natural looking. Possibly they are already implemented. The twitter one looks really good, but I don't know if that's because it's already doing all this stuff, or because the dev recorded 100 breakups and only posted the best.
-Bigger ships should break up very slowly; smaller ships faster
-The amount of damage received in the last moments of the ship's life vs the total hull strength and size of the ship should determine if the ship breaks up into pieces, how many, and how fast the pieces are going initially. I.e. so if one fighter machine gun bullet hits a Paragon with very low hull left, it shouldn't make the paragon explode into pieces that fly across the screen. But if a death star laser hits a destroyer, the pieces should go flying.
-When a ship breaks up, there should tend to be more smaller pieces on the side of the ship that took the most damage before dying, and bigger pieces on the side that wasn't just getting hammered. (Just like it is in the twitter gif so maybe it's already doing that)
-The lines of the randomly generated cleavage during the breakups should more likely, but not always, occur at skinnier parts of the sprite- as determined by the collision bounds polygon of the ship. ie so the Construction rig's skinny front part should tend to break off, rather than break down the middle or something like that.