That is an interesting concept. Can’t say I love it, but I don’t hate it.
The problems that come to mind. Right now, we have the ability to jump around our tech tree. You’re not seeing a variety of fighters, and next to no vets because of how frustrating they are to use. But many HW1 strats involved lightly leveling into a few chassis, and going heavy into one. I.E. doing a scout, light vet, assault frig, progression and then branching further into one of those depending on how the battle unfolded.
And we MUST research cap drive to build a resource controller. Our expansion capabilities are already greatly hindered by this. If in the early game I am force to build 2 different research ships for every opening except cap rushing in order to be able to timely expand my mining op, that would really limit my opening options, especially if you increase the cost of the ship as you walk up the chassis. I mean, how would you feel if you HAD to build a Frig Fac to build mobile refineries… as a Vaygr?
Jumping it would be OP. If I could jump my research ship, you would never find it.
But as a avid HW:C veteran, I do like the idea of mods allowing for parallel research, however, it’s not the same. With the HW:C module system, different frigs were available via different modules. engineering build rams, advanced engineering build hives, and weapons build multi beams, hanger build all fighter types (there was no vets, but a linking technology also from the hanger that gave you kind of a corvette), Processor (the HW:C controller/refinery) and carriers. All this pointing out that no mod locked me into a chassis, and ultimately all mods were needed for your fleet, (except for some off the wall strats). The difference in strategies was the order you built them. Most stats involved a 2 or 3 mod start, adding the 4th and 5th with-in the first 5 minutes. To duplicate that here, being able to and could afford to build multiple research ship types together, would upset a lot of HW2 players if we had the ability to put up full chassis type production that fast. Scout us out “lets see what he can build… Oh, anything” then you’re back in the same boat you’re trying to abandon except now I have parallel research.
All in all, I think I would prefer keeping the current HW1 system the way it is. Even chewing the idea of a research ship not taking a production line, or removing research cost for this, I still don’t love it enough to support the change.
But know that this post took me over an hour to write. It has me thinking that much. I may come back after I sleep on it with a different opinion. But it’s an uphill battle with me for sure to offload one of our biggest unique advantages as HW1 players. And no one should fool themselves into thinking I’m just trying to clutch an OP advantage. Effective recon was a huge part of both HW1 and HW:C game play. And just because your scientist and engineers screwed up doesn’t mean my intel team and espionage teams should be out of a job. You just need to get your spy’s up to par with us old school guys.