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Proposal for player designed ships

Author
Wrath IX
islaw inc.
#1 - 2011-11-20 09:34:48 UTC
Ok so this Proposal is based solely on the assumption that CCP did not create 4,096 separate ship models to create the Tech 3 cruisers but rather created the 80 component models which comprise the variable parts of the tech 3 cruisers.

So with that assumption clarified here is my proposal for the possibility of enacting a custom ship creation system into Eve in a balanced and functional manner

Using the same technology already present in the game it should be possible for CCP to create a custom ship creation system which would be a revolution in the Eve Universe.

The simple end of it is that they create models in a similar way as they did for the tech 3 cruisers but instead for various size classes, each model set scaled to the size ranges of ships of that class. So…
Frigates 25-95 meter long axis
Corvettes/Destroyer 100-190 meter long axis
Cruiser 200-345 meter long axis
Battle Cruiser 350-490 meter long axis
Battleship 500-800 meter long axis
Industrials 150-1000 meter long axis

As I said with my above assumption in mind this should not be too taxing on resources to create let’s say 15 models for each of the 5 ship sections presented with the tech 3 cruisers as an example for each of the 5 ship size classes. (375 component models which could create a possible 759,375 different ship models per ship size class so 4,796,875 unique ship models for those keeping count)

So now for the stats and development pricing.

So let’s take the worst starting stats in each class for example below is an example baseline for designing a frigate class ship

Structure HP 188
Cargo Capacity 120
Drone Capacity 0
Drone Bandwidth 0
Mass 997
Volume 10000
Inertia Modifier 4.46
Hull Em Resistance 0
Hull Explosive Resistance 0
Hull Kinetic Resistance 0
Hull Thermal Resistance 0
Armor HP 188
Armor EM Resist 50
Armor Explosive Resist 10
Armor Kinetic Resist 25
Armor Thermal Resist 35
Shield HP 118
Shield Recharge Time 625
Shield Em Resist 0
Shield Explosive Resist 50
Shield Kinetic Resist 40
Shield Thermal Resist 20
Capacitor Capacity 125
Capacitor Recharge Time 281.25
Maximum Targeting Range 17.5
Max Locked Targets 3
Scan Resolution 400
Sensor Type 0
Sensor Strength 4
Signature Radius 50
Max Velocity 268
Ship Warp Speed 6
CPU 100
Powergrid 15
Calibration 400
Low Slots 1
Mid Slots 1
High Slots 2
Turrent Hardpoints 0
Launcher Hardpoints 0
Upgrade hardpoints 3

From these stat points you would use a point system to design the ships stats and then make the development and construction costs go up with the amount of points spent upgrading the stats and purchasing skill bonus elements

The cost of developing the blueprint and the bill of materials to manufacture one increase the more points you put into designing. This means that yes you absolutely could design a monstrous frigate, but the BPO alone would cost you 1,000,000,000 isk and each ship would take a large measure of minerals to produce.

Ok so here is the math as I figure it
Base prices
frigate (1,000,000 isk)
Corvette/destroyer (5,000,000 isk)
Cruiser (10,000,000 isk)
Battle cruiser (20,000,000 isk)
Battleship (40,000,000 isk)

Base price * (Upgrade points + (1+#or runs))
Treat a full BPO as 99 for the number of runs and the max upgrade points as 900.
The bill of materials likewise increases as follows
Perfect material value * (upgrade points/10) for each individual component.
So if you designed and built a frigate with max 900 upgrade points you would pay 1,000,000,000 isk to create the blueprint, and 90 times the materials and time per unit to construct.

let me know what you think
Endovior
PFU Consortium
#2 - 2011-11-20 10:39:03 UTC
Interesting idea... though the wall of maths doesn't add much to the proposal.

But yeah, I can totally support the idea of a Tech 3 revolution, where instead of having a limited array of specific ship hulls that you slot subsystems into, you get a starship design system, where you add components off a series of menus to create a ship concept that you can then independently research and produce.

Specifically, I'd suggest that the original design process require a lot of high-end research skills, and instead of producing a BPO, it produces a 'Prototype Specifications' document, at some arbitrarily huge cost. That document can then be researched to produce BPOs, which you can then sell or keep as you choose. That would put the whole process of ship design > research > production > distribution in player hands... though at the same time, the whole process should be a huge ISK sink from top to bottom. The game can stand largish ISK sinks at this point... and making a high barrier to entry will encourage people to buy into already existing ship designs, rather then everyone going ahead to make their own.
Wrath IX
islaw inc.
#3 - 2011-11-20 18:25:26 UTC
Endovior wrote:
Interesting idea... though the wall of maths doesn't add much to the proposal.

But yeah, I can totally support the idea of a Tech 3 revolution, where instead of having a limited array of specific ship hulls that you slot subsystems into, you get a starship design system, where you add components off a series of menus to create a ship concept that you can then independently research and produce.


yeah the math is important though

Endovior wrote:
Specifically, I'd suggest that the original design process require a lot of high-end research skills, and instead of producing a BPO, it produces a 'Prototype Specifications' document, at some arbitrarily huge cost. That document can then be researched to produce BPOs, which you can then sell or keep as you choose. That would put the whole process of ship design > research > production > distribution in player hands... though at the same time, the whole process should be a huge ISK sink from top to bottom. The game can stand largish ISK sinks at this point... and making a high barrier to entry will encourage people to buy into already existing ship designs, rather then everyone going ahead to make their own.



I like that term "Prototype Specification Document"(PSD) can I use that? would be really cool.

I am not a big fan of blanket menu selecting and arbitrary high expense. A point system allows for truely unique innovation in ships, yet also allows people to be cost minded. That way you have to balance to cost to develop and produce against the benefit of stats for that ship.

So give people the rope to financially hang themselves with.
like if you max out a frigate design and spend over a billion isk to develop it and it costs so much in materials that in order to break even you have to sell each frigate for over 200 million isk each.

but that is in line with the way of Eve in General.

Endovior
PFU Consortium
#4 - 2011-11-20 22:28:36 UTC
The math is important... eventually. At the proposal stage, it's only important where it helps you illustrate your proposal, and in this case... it doesn't actually do that very well. Yes, you can use "Prototype Specification Document", if you like.

But to address the main point; capsuleers have a LOT of money. Like, seriously, huge piles. And BPOs are expensive. You can expect to pay over a billion ISK for a researched battleship BPO, and you will pay even more just getting an unresearched mining barge or capital blueprint off the NPCs. Hell, there's a vast host of capital part blueprints, which are individually over a billion ISK each, unresearched.

I envision that, under the new system, there will be piles of ship part blueprints scattered across space, and the best will only be available in terribly inconvenient places like pirate faction LP stores. Not sure whether or not to make subcomponent BPOs available at all; if any sort of PSD design requires a steady flow of LP-fueled purchases, then that will both sink ISK and drive more people into missioning in weird places.

Accordingly, as the PSD designer, you have options. You can pick exclusively low-end, easily fabricated parts, acquire the relevant component blueprints from the LP stores of assorted hisec corporations after doing a couple missions, and go to town, producing ships with little more then minerals. To design your 'cheap' ship, you'll pay little more then the base cost of 1 billion (assuming a frigate PSD), and can then spit out BPOs for distribution or resale, as you like. People will want what you're selling, since even a fairly unimpressive PSD-pattern ship will be better then a T1 hull.

You could, instead, pick mid-range components, which require more then just mere minerals to produce (read: expensive bits from exploration or wormholes or something), and whose BPCs are more expensive on the stores. Depending on your access to nullsec, you might consider using low-end pirate faction BPCs at around the same price... less material cost, but harder to get at the blueprints.

Finally, you could pick ntohing but the very best of the high-end components, and make your ships exclusively with the best pirate components from the four corners of space. You'll pay through the nose for both the blueprints AND the parts.

Depending on the choices you made, you'll now be presented with the final list of ship specs, and a cost ranging between 1B ISK (for a low-end frigate) to something like 200B ISK (for a high-end battleship). This puts the higher-end stuff beyond the range of most individual capsuleers, pushing it further in the direction of PSD research being a corporate effort. In any event, you could probably recoup your expenses fairly quickly selling BPOs, since anyone with a BPO can do everything the PSD holder can... except make more BPOs... then anyone who wants to make your ship but didn't have the initial investment to drop can get the same benefits by just grabbing one of the BPOs produced once the PSD is finished. For that matter, like-minded individuals not part of a corporation might put together some kind of investment program, where they pool funds towards a PSD, and grab their BPOs as they are produced, in some way agreeable to the investors (or they get scammed by the inventor, either way). Alternatively, you might stretch your profit out longer, and make more money long-term, by only selling BPCs... since anyone who wants to fly this shiny new ship you invented needs your blueprints to make it happen.

In any event, I've illustrated the chain of production well enough. Well trained capsuleer scientist invents a PSD with a pile of cash, and turns it into BPOs. BPOs get properly researched, then distributed according to however the funding organizations can agree, and possibly BPCs get sold. Stacks of part BPCs are shipped in, and in combination with the main BPOs/BPCs are used to create the ships.

Ultimately, this either gets you ships that are slightly better then T1 hulls in some ways, or ships that are specialized in an unusual way (say, a frigate with a bonus to both scan probes and salvaging, or a cruiser with a bonus to smartbombs), or an ungodly expensive T3 faction juggernaut that lays waste to everything before it.
Smiling Menace
The Scope
Gallente Federation
#5 - 2011-11-21 01:39:53 UTC
I have always thought with invention and everything else in manufacturing, there should be some way to produce a 'prototype' ship with better stats or whatever.

It would need to be stupidly expensive and have a low probability of success but if you have enough isk and patience then you should be able to research a monster ship.

However, this is just a thought. Allow this and you will have every major null sec alliance producing these ships every other day and would eventually ruin EVE for everyone else.

Do you really want 1 player having a ship with stats that rivals CONCORD never mind a whole fleet of them?
Endovior
PFU Consortium
#6 - 2011-11-21 02:38:04 UTC
Personally? Yes, I do expect alliances to want fleets of monster ships. That said, the devil is in the logistics. As envisioned, it's NPC null that'll be the source of the really awesome pirate parts. To get them, you need to run missions there. That sharply limits the available supply. That has a profound effect on the price. I fully expect these changes to make NPC null especially dangerous, as everyone will want in on the action, and everyone will want to murder everyone else who got in ahead of them. The individual capsuleers who will inevitably wind up in the most awesome and dangerous ships will be the ones who run mission ops... in gangs, of course, for protection against anyone else present in that part of space intending the same thing.

As presented, the only alliances that'll be in a position to field fleets of awesome ships are those that base out of or otherwise have a degree of control over a given faction of NPC null... or those willing to expend ungodly sums of money importing the high-end stuff from Jita. And even at the high end, these are still, ultimately, ships that can be destroyed... and even if they are better then most, when the high-end stuff dies, that is a notable ISK loss. You don't usually see alliances fielding fleets of faction battleships, because that involves a notable loss of ISK. What makes you think anyone will want to field fleets of T3 faction battleships, given even greater pricing constraints?

Oh, there will certainly be individual niche roles that demand the cost. Off the top of my head, I can see alliances shelling out bigtime for Command Battleships to sit their FCs in. Battleships geared for Logistics and EWAR roles will also be valuable, since a battleship-grade tank will give survivability to the otherwise vulnerable vessels. But the bulk of the fleets will wind up being either standard T1 battlecruisers / battleships, or (depending on how logistically feasible it winds up being) cheap-grade T3 player redesigns optimized to support the FOTM doctrine, made up of bottom-tier cheap parts imported from Jita by the Jump Freighter-load.
Wrath IX
islaw inc.
#7 - 2011-11-22 05:13:11 UTC
I like the fact that we are mostly on the same page in terms of where this can go although I was obviously way off on the pricing scale.

The one area where we differ in on the design mechanics, you favoring a menu based selection process with the dev’s adding lots of new LP items into the game.

Personally I was envisioning a points balancing system, where adding points to various areas of the ships stats have some drawbacks. For example spending points on most stats increases the ships Mass and thus creates a negative impact on the ships speed and maneuvering, Using points to reduce the ships mass translates into a decrease in the ship’s hull structure and to a lesser extent a decrease in Armor hit points. Now of course the bonus from the increase would be greater than the penalty incurred elsewhere.

Now instead of creating new component elements to be added into the game, as you reach certain thresholds in points in various stats some of the advanced components are required in the design.
So for example if I spend a lot of points in certain areas then my ships bill of materials may include things like Graviton Reactor Units, Sleeper Thermal Regulators, Internal Bulkheads, or Optimized Nano-engines.

Obviously the higher the points the more of these items and higher quantities show up in the bill of materials.

It’s the balancing act needed with a point system, which along with a limitation on total points used in a design will mean that no matter how much money you pour into a top shelf Battleship design it will be impossible to make an absolutely perfect or unstoppable ship of any class.

We have to keep in mind that in order for a player ship designer system to be accepted it will have to be balanced.

If financial Juggernaut alliances can simply dump a few hundred billion from their massively deep pockets into making pocket Dreadnaughts that can trounce any and all tech 1 and tech 2 battleships it will not be accepted.

But you’re right; if this comes about I foresee some truly interesting developments in the future. One of the things I think we will see that you did not mention would be the appearance of Alliance Proprietary/Signature designs.

The reason for this will be obvious, if the ship is never released for public sale it is much more difficult for the opposition to analyze a ships strengths and weaknesses and thus figure out how to defeat it. Some designs may even become near legendary or mythic, in their infamy. Dreaded monsters lurking in the depths of Null sec space to devour the fleets of their enemies before vanishing back into the darkness.
Endovior
PFU Consortium
#8 - 2011-11-22 05:27:51 UTC
So... yeah. The reason why I suggested LP items and menus, rather then point-buy and a scaling bill of requirements, is because one of those ways is really easy for a large alliance to integrate into existing production chains, therefore producing top-tier ships en-masse and killing off any and all low-tier competition; while the other is obnoxiously difficult to mass-produce, and will require continual logistical effort to keep going. It should be obvious which is which.

The one thing big alliances have lots of is resources. In particular, stuff like moon goo and T2 components are in relative abundance. The one thing they need to expend special effort on is logistics; anything that requires bits not findable in their home regions needs to be imported, and on a regular basis if it's at all important. Given that, it seemed logical to me... not to mention infinitely more doable on CCP's end... to use a menu system over a point system. It can, and should, be a much bigger menu then the existing T3 options, with more slots to choose from and more items to go in each slot, but with a finite amount of possibilities nonetheless. If each individual part requires an individual sinking of ISK, from an individual mission runner who had to spend time running said missions in dangerous bits of space that's far less exploitable then 'spend x more money to get x more power'. Your suggestion, as is, would create a relatively linear scaling system, in which there's very little difference between the bottom and top of the line vessels, in terms of player effort needed to create them, where mine would result in a system with more individual involvement in the production process, and with far tighter logistical constraints on the edge cases.
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#9 - 2011-11-24 02:26:48 UTC
i like the general premise of truly unique ship hull designs...

however i believe that the steep entry cost (1bill) just for an average frig PSD up to 200bill for a BS PSD is a
little "pro" sov aliance and not indicitive of the sand box nature of eve as a game.

to pass a golden egg to one portion of eve would be counter productive to eve as a whole.

maby you would consider a lower entry bar for this kind of game changing proposal.

say? start in the 100s of millions up to billions.


what im trying to say it that in eve people dont share outside of there little "click" of associate's. all that would happen is you would see uber fleets of ships belonging to only a small hand full of moon raping sov factions. they would be rarer than alliance torni ships
Endovior
PFU Consortium
#10 - 2011-11-24 02:32:43 UTC  |  Edited by: Endovior
What, really?

There are players, in hisec, who fly single ships that cost more then a billion. As corporations, they can deploy towers, and invest in things like Tech 2 BPOs, which cost much more then that. Hell, tech 1 blueprints cost much more then that. I don't think it's at all unreasonable to have those figures where they are.
Smiling Menace
The Scope
Gallente Federation
#11 - 2011-11-24 11:54:44 UTC
Dark Drifter wrote:
i like the general premise of truly unique ship hull designs...

however i believe that the steep entry cost (1bill) just for an average frig PSD up to 200bill for a BS PSD is a
little "pro" sov aliance and not indicitive of the sand box nature of eve as a game.

to pass a golden egg to one portion of eve would be counter productive to eve as a whole.

maby you would consider a lower entry bar for this kind of game changing proposal.

say? start in the 100s of millions up to billions.


what im trying to say it that in eve people dont share outside of there little "click" of associate's. all that would happen is you would see uber fleets of ships belonging to only a small hand full of moon raping sov factions. they would be rarer than alliance torni ships


This is pretty much my view as well.

Large Sov holding alliances would benefit the most from things like this. Don't think they need anymore help in wiping out smaller entities.

As as example, look at who holds most of NPC null space right now. How would you expect anyone else to get anything from these mission areas when they can't even get past the front door, metaphorically speaking.
Cygnet Lythanea
World Welfare Works Association
#12 - 2011-11-24 16:38:46 UTC
+1

I just want more ships and more varieties of ships. Really don't care how.
Wrath IX
islaw inc.
#13 - 2012-01-10 22:46:31 UTC
Just a little bump to bring this topic back up for other readers and new ideas

Wrath
profundus fossura
Caldari Provisions
Caldari State
#14 - 2012-01-11 01:57:51 UTC
While I find the prospect of being able to design my own monster ship appealing - the biggest concern I have regarding this is how to ensure balance

Currently with the right skills trained and using good fit/tactics most ships in each class are more or less balanced - some lend themselves better to certain roles than others

This allows players of different races etc to compete on a fair if not completely level playing field and ensures not only that there is a role for different ship classes and players of different skill levels but that there is a counter for just about any tactic you can come up with

The tactical/stragigic nature of combat in EvE relies on developing a knowledge of possible tactics and countertactics and trying to predict what you are going to face this is only possible if you have a defined types of assets on the playing field – in this way it is similar to chess a defined range of pieces with rules for how they can interact which are known to all players of sufficient skill– but try playing chess with the rules changing every few moves or a new superqueen suddenly appearing on the board mid game.

CCP takes great pains to ensure this balance and the fact that they need to periodically rebalance ships is a testiment to the difficult of predicting how ships will be fit and used on TQ as new expansions or an unexpected tactic unfairly favours one ship type over another.

And players will be strongly motivated to find the most unbalanced ships possible.

This proposal is likely to result in either a small group of win ships or a horrible mess in which there is such a range of ships/ships changing so fast ity is no longer possible to play in a stratigic manner either of which are likely to fundamentally break the game.



And if that occurs it will be far more difficult for CCP to intervene and rebalance player designed ships than CCP designed one - imagine having a ship you have spent huge amounts of ISK and time designing being nerfed and also this would have a massive effect on the market.

Ensuring balance in advance for any system that would allow changes in ship specs significant enough to be meaningful would be almost impossible in addition the design of player created ships would need to be factored in in the design of new content potentially making it impossible to predict the effects of new content

CCP should not put themselves in the position where it is likely they will have to intervene post hoc and on a regular basis to change the result of player actions

Anyone remember the kick off following the removal of TEST alliances sov structures.

While initial attract this proposal would be likely to lead to chaos and the breaking of eve if implemented.
D'Tell Annoh
Machiavellian Empire
Test Alliance Please Ignore
#15 - 2012-01-12 00:36:49 UTC
+1

I absolutely agree with the direction this conversation is taking. I am completely in favor of more ships and I agree; CCP didn't model every possible variation of every T3 ship, they just made the handful of components.

One of the things that I think should be a factor is balance. If, for instance you want the top of the line propulsion system, then it should affect other stats in your ship. Maybe a bigger engine means a smaller power plant, more mid slots means fewer low slots, etc. The way that tradeoffs are done when fitting up a T3 is a good system, and if this were to go into effect, I'd like to see them model the process in a similar fashion.

It would also be nice if the original inventor could name the ship (pending gm approval) and/or be mentioned in the description. Immortality has a price.

I do have some concerns about how the market would buy/sell these ships and blueprints. Obviously they can't list every possible iteration as a separate line item, and the contract market is too tangled to expect it would be helpful. There would need to be a way to shop the features of a custom ship without having to show info and copy the data into a spreadsheet. If the market angle is not done right this will be immediately twisted into a scam. Perhaps the in game browser would give more options?

I'm with you on this.
Wrath IX
islaw inc.
#16 - 2012-01-13 03:01:35 UTC  |  Edited by: Wrath IX
Ok in regards to the post by Profundus Fossura,

I think that you need to clarify on your position

Do you feel that it is not possible for CCP to create such a system that is in balance with the existing ship balances

or do you have something against the idea in its current format?

Because basically after reading your post several times I can only come to the idea that you are one of those guys who fears change or opportunity.

D'Tell Annoh wrote:
One of the things that I think should be a factor is balance. If, for instance you want the top of the line propulsion system, then it should affect other stats in your ship. Maybe a bigger engine means a smaller power plant, more mid slots means fewer low slots, etc. The way that tradeoffs are done when fitting up a T3 is a good system, and if this were to go into effect, I'd like to see them model the process in a similar fashion.

Balance has been my sticking point from the beginning of this post, so any system must have a balance mechanic to it so that the more you make a ship excel in a certain area there are negative elements that crop up in counter to it.

Things like making a ship really fast would make it more fragile, strengthening targeting systems would increase signature and reduce cap recharge stuff like that.

My biggest point is that I would like any system to be on even footing with existing ships. So you can create ships which are compairable to existing ships. By no means do I support any system ment to allow super ships

D'Tell Annoh wrote:
I do have some concerns about how the market would buy/sell these ships and blueprints. Obviously they can't list every possible iteration as a separate line item, and the contract market is too tangled to expect it would be helpful. There would need to be a way to shop the features of a custom ship without having to show info and copy the data into a spreadsheet. If the market angle is not done right this will be immediately twisted into a scam. Perhaps the in game browser would give more options?


I think that so long as the contracting shows the base stats of the ship being contracted it should be alright to use the existing contracts

But as far as the scamming thing, I can't imagine that many scammers would be willing to invest Billions of Isk to create a ship to try and sell for the sole purpose of scamming people.

as far as the market implications I would say that leaving it tangled would be ok. because it basically means people would have to figure out how and where to market their ships.

You might be able to make a unique ship but then you have to market it and distribute it. This further makes the existing ships possibly more attractive because they are much more readily available.

In regards to the market things should be stacked in the favor of the existing established ships.

On top of that if CCP see's a ship design that they like they can make minor changes and have one of the existing NPC corps either purchase the design from the creator, or even pirate said design into future released ships
Endovior
PFU Consortium
#17 - 2012-01-14 01:57:34 UTC
I can see where Profundus is coming from, and he has a valid point. Even if balanced, you're not going to be able to look at, say, a Nightwraith on Dscan and have any idea of what the heck it is you're facing. Player intelligence-gathering tools would need to be enhanced somewhat in advance of an implentation of this idea, so people can actually have ways of figuring out just what that scary-looking Nightwraith is going to do. Also puts a lot more burden on FCs, with enough wildcards floating around to strongly dilute the value of intelligence in general. It's not an unworkable idea, by any means, but it would fundamentally alter the nature of the metagame; after enough time, every ship you face will essentially be custom-built to a specific niche, and you won't see much, if any, or the interesting sort of unusual and surprising ship fitting/usage thing that makes up so much of Eve lore. That's a pretty big tradeoff; a big chunk of the metagame will be lost forever. The versatility and appear of a vast array of customizable player-designed ships is a major plus... but may or may not be worth the cost.
Seraphina Oriana
Doomheim
#18 - 2012-01-20 12:46:08 UTC
I think in terms of the balance, the points system would help with that one.

If players spend say 60% of the ships points into speed, they are gonna have a super fast ship, but it's gonna lack in every other aspect - tank, weaponry, tracking, signature, etc...

So that would mean that, yes, a super fast fleet would dominate for a while, but they all the other alliances would put 60% of their points into tracking, and squashing the super fast fleets.

The balance would be achieved by the populous. If person a invents something, person b will invent the counter-measure.

That would give the edge to people who invent that new ship type first, which it should. But only as long as it takes the others to invent the deterrent.
Wrath IX
islaw inc.
#19 - 2012-01-26 23:31:21 UTC
Seraphina Oriana wrote:
I think in terms of the balance, the points system would help with that one.

If players spend say 60% of the ships points into speed, they are gonna have a super fast ship, but it's gonna lack in every other aspect - tank, weaponry, tracking, signature, etc...

So that would mean that, yes, a super fast fleet would dominate for a while, but they all the other alliances would put 60% of their points into tracking, and squashing the super fast fleets.

The balance would be achieved by the populous. If person a invents something, person b will invent the counter-measure.

That would give the edge to people who invent that new ship type first, which it should. But only as long as it takes the others to invent the deterrent.



Yes that is the idea I was shooting for with one exception,

It needs to be scaled to the existing ships, under the basic concept that all existing ships in EVE were designed using said tool. So players would not be able to say build a equivallent tech 2 frigate of a wolf and have it have completely better stats. They might be able to build a ship similar to the wolf that plays to the players strengths but not out do the existing ships.