Basics

The object is build out of

 - hull
 - hull extensions
 - internal modules
 - external modules

hull

Is the basic chassis and not changeable, its has certain amounts of internal and external slots that can be equipped with modules

Characteristics: This is what you would call 'level' in other games, bigger is not always better, the price is the factor
Limits: Different physical size of internal slots (small, big engine) max energy flow, material (differs on the kind of damage [DamageSystem?])

hull extensions

this are some upgrades that improve the hull characteristics, for example new cable system for higher energy flow, external armor, self repairing functions

Characteristics: Compare to upgrading via modules will be quite expensive

internal modules

This are add-ons that can be integrated into the Hull, they exist in different size and quality. There such as cargo, generator, fuel-tanks, computer system
Many internal modules are required in order to use external modules

Characteristics: These are what in other mmorpg the attributes are, they define the player (ship)

external modules

This are add-ons that are mounted onto the Hull, to call some examples: weapon turret, radar, mining laser, rocket launcher, torpedo bay, jammer ...

Characteristics: The external ones are the 'skills' for the ship, only a mounted weapon adds the shooting skill in the interface

modules

internal

computer

basic function, gived a few skills like 'manual jump' and so on.

ship-AI

this give you a bunch of interface actions and configurations, for example it can control a weapon turret in different operation mode, it can calculate jump paths, it can interrupt a scan usw, depending on the level. the ai can also try to hack another ship if it has also a ship-AI with an ecom (hight level hacking low, wont get even the info if being hacked, even, get warning defender has a bonus, IF switched off ecom or ship-AI then hacking impossible)

quarters

increase the number of crew

cargo bay

Stores cargo, needed for trading and mining

generator

This is the heard of the ship, its size / quality decide the energy output and therefor the max energy used

fuel-tanks

Storing fuel for the generator or the various factories

fuel refinery

refines mining products into fuel

torpedo battery

stores torpedos

torpedo factory

produces torpedos, need fuel and torpedo battery

ammunitions factory

produces ammunition

external

weapon turret

Different weapons of different caliber that have different ammunition storage and reload times

rocket launcher

Shoot a few rockets that are generally not as dangerous as torpedo but faster and can be shot fast in a row, is rockets are empty it reload very slow

torpedo bay

This is just the bay, a torpedo battery is needed

radar

Add a radar to the interface and depening on its quality a few other functions

ecom

Can scan other objects depending on the other objects ecom (that can jamming) the difference give the details

minig laser

Can start mining with that, of course need also a cargo bay

laser

Shoots a storm of particles, its similar to a normal weapon turret but it just used energy (indirectly fuel through the generator) a bit stronger against shields but much weaker against the hull.

shield

it generates a kinetic field that prevents objects from reaching the hull, it has a buffer that is used up when a hit occur. The quality decide how big the buffer and how fast it is recharged.