As an aid to the designers, I thought it might be helpful to describe some general types of “fits” for ships so they can think about how ships, modules, and components can be used to give the players flexibility of playstyle, but also force them to make interesting decisions with trade-offs. The base ship models could provide bonuses to certain systems like Eve Online, or the modules could be designed with much more diversity between them to really enhance the customization of the player ship. It can also be used to fill out the systems with more NPC ship varieties. I hope this is a useful framework.
Fit - Description - Modules
Blockade Runner - Fast, fragile, quiet, low detection, designed to quickly slip past authority ships with contraband and get into dock - Fast top speed, low emissions, countermeasures, low mass, good batteries, solar wings, cargo pod shielded from scans (similar to Privateer)
Bounty Hunter - Combat ship with good sensors for detecting and eliminating pirates. Possibly stealthy, but may not need to be if fast enough - Explosive torpedoes, agile turning, countermeasures
Legal Hauler - Big, slow, regular cargo hauler with a lot of space for goods and some protection equipment - Extra large pods, countermeasures, point defense, armor, slow top speed
Pirate - Stealthy Combat ship for disabling and boarding haulers, like a stealth bomber with a profit motive - low emissions, EMP torpedoes, grappling arm, good batteries, solar wing
Scout/Explorer - Fast but fragile ship for exploring systems, searching for debris and landmarks - grappling arm, good sensors, good batteries, limited cargo space.
Obviously the Eve Online ship fit mechanics are way over-kill for this game, but there are some interesting ideas there to explore. Anyone have other ship fit thoughts?