Changes in ship systems
Here is a list of some of the changes that will be done for the next update.
[h2]Issue[/h2]
Imagine how battles of flagships look in various sci-fi movies. Until a certain point, projectiles do not cause any significant damage. When a ship takes enough damage, there are explosions in different places, causing it to fall apart.
In CC, it does not look nearly as epic. Currently, projectiles are literally digging their way through the ship, immediately destroying its modules. As a result, even if the ship survives the battle, it looks like a gnawed apple, devoid of its original shape.
Of course, shields can solve this problem. However, we would be forced to make them account for 90% of the ship's durability, which would reduce the visual variety of battleships. We would like the hull to also seem like strong armor, as it’s often portrayed in sci-fi movies.
In addition, different modules may have very different HP values. For example, if you want to place a lot of small decor on the surface of some large module, then all of it will be blown away by the explosion of the first rocket.
[h2]Solution[/h2]
Now ships will have a single HP pool, calculated from their size. Any hit will reduce this pool. When the value reaches zero, the modules themselves will start receiving damage directly, just as it is currently implemented. However, modules will have much less HP of their own, so they can be destroyed very quickly. You can think of this new system as structural integrity of sorts.

Thus, the problem described above is solved. At the same time, we have maintained the effect of ships physically losing their modules during combat.
Additionally, repairing a ship after each battle will no longer be an annoyance. That is because the HP pool can be replenished at the shipyard. Also, keeping track of the current status of any ship will now be more straightforward.
[h2]Issue[/h2]
At first, it seemed that individual storage in each container was a good idea. Over time, it turned out to be annoying, especially for a ship with many containers.
Of course, it would be an interesting concept for some kind of first-person survival game where you would walk between different chests and sort everything. But in a game like CC, it just does not work.
[h2]Solution[/h2]
Now, each ship will have only one inventory window, the maximum size of which is determined by the number of containers on the craft.

Simple and convenient.
[h2]Issue[/h2]
Currently, you can build something like this:

Such ships are very effective in combat, but they are cheesy, and so are the battles between them.
Remember the various ships from sci-fi movies. Usually, their weapons occupy only 10-20% of the hull.
In real battleships, it is similar. Below each turret, there is a large and complex system for servicing and controlling the weapon.
[h2]Solution[/h2]
There are no simulations of internal logistics in CC, so we will achieve that more easily.
Now, each weapon will require a specific amount of "weapon points.” The larger the ship, the more will be available.

Such a system will encourage building sophisticated ships instead of "a cube with cannons on each side."
Structural integrity
[h2]Issue[/h2]
Imagine how battles of flagships look in various sci-fi movies. Until a certain point, projectiles do not cause any significant damage. When a ship takes enough damage, there are explosions in different places, causing it to fall apart.
In CC, it does not look nearly as epic. Currently, projectiles are literally digging their way through the ship, immediately destroying its modules. As a result, even if the ship survives the battle, it looks like a gnawed apple, devoid of its original shape.
Of course, shields can solve this problem. However, we would be forced to make them account for 90% of the ship's durability, which would reduce the visual variety of battleships. We would like the hull to also seem like strong armor, as it’s often portrayed in sci-fi movies.
In addition, different modules may have very different HP values. For example, if you want to place a lot of small decor on the surface of some large module, then all of it will be blown away by the explosion of the first rocket.
[h2]Solution[/h2]
Now ships will have a single HP pool, calculated from their size. Any hit will reduce this pool. When the value reaches zero, the modules themselves will start receiving damage directly, just as it is currently implemented. However, modules will have much less HP of their own, so they can be destroyed very quickly. You can think of this new system as structural integrity of sorts.

Thus, the problem described above is solved. At the same time, we have maintained the effect of ships physically losing their modules during combat.
Additionally, repairing a ship after each battle will no longer be an annoyance. That is because the HP pool can be replenished at the shipyard. Also, keeping track of the current status of any ship will now be more straightforward.
A single inventory for the entire ship
[h2]Issue[/h2]
At first, it seemed that individual storage in each container was a good idea. Over time, it turned out to be annoying, especially for a ship with many containers.
Of course, it would be an interesting concept for some kind of first-person survival game where you would walk between different chests and sort everything. But in a game like CC, it just does not work.
[h2]Solution[/h2]
Now, each ship will have only one inventory window, the maximum size of which is determined by the number of containers on the craft.

Simple and convenient.
Limited amount of armament per ship
[h2]Issue[/h2]
Currently, you can build something like this:

Such ships are very effective in combat, but they are cheesy, and so are the battles between them.
Remember the various ships from sci-fi movies. Usually, their weapons occupy only 10-20% of the hull.
In real battleships, it is similar. Below each turret, there is a large and complex system for servicing and controlling the weapon.
[h2]Solution[/h2]
There are no simulations of internal logistics in CC, so we will achieve that more easily.
Now, each weapon will require a specific amount of "weapon points.” The larger the ship, the more will be available.

Such a system will encourage building sophisticated ships instead of "a cube with cannons on each side."