adding a little bit of information regarding the new system:
1. ships are separated on hull class. hull class is defined by their size rather than function. there are at least 4 classes planned atm
-C = the smallest class, used by the general public.
-S = frigates and the like, larger than a civilian vessel
-M = cruisers and the like, larger than frigates
-L = battleships basically, the largest ships atm
2. each hull has a different slot layout, highslots are used for manipulator modules (weapons, tractor beams, mining lasers, EWAR), midslots are used for defense modules (shield, armor, hull), while lowslots are used for utility (everything engineering, electronics, propulsion, etc....)
3. ship hitpoints are divided by shields, armor plates and hull. shield as always can recharge itself over time or can be "boosted" by a command, at the cost of capacitor. armor plates will slow the player but will give a thick protection to the ship which can be enhanced by adding nanites to repair damage overtime. hull is the barebones of a ship, it can be delicate but with the right modules it should be able to be on par with armor or shield at the cost of reducing the amount of slots avaliable for other things (or at the cost of cargo like in EVE).
now the first faction i was planning on working on is called The Rukati. the Rukati is a collective of tribal humans descended from ancient mining corporations that were left stranded after human society collapsed during an event called "The Great Disconnection".
the Rukati roam the galaxy in gigantic fleets composed of fast and cheap to mantain/replace ships, with their base of operations being gigantic megastructures called "Eskafoels", cities built out of the original mobile mining arrays of old.