Variation for Ship Parts
Since there is variation in the Health and Damage of Drones, and there is variation in the statistics of Crew members, there should be variation in the statistics of blocks as well.
For Miscellaneous parts and Crew Cabins, Health could be 100, 99, or 98, and Defense could be 68, 67, or 66; there could a combination of any two. Similarly for Drone Bays, Health could be 100, 99, or 98, and the Attack could be 68, 67, or 66; again, there could be a combination of any of those two statistics. Continuing the trend, the variance of Cargo holds in Health from 100, 99, or 98, and the Cargo capacity would vary from 73, 72, or 71. Because Pilot Pods have Cargo and Attack, either of those two statistics can vary a little bit; the same Attack variation scheme for the Drone Pods, but even more variation in Cargo.
Why would there more variation in Cargo for Pilot Pods? Cargo for Pilot Pods could be categorized as 2x, or the equivalent of two Cargo Holds. This is important since the statistics for this scheme would not simply be a random combination of 68, 67, or 66 Attack, and 73x2,72x2, or 71x2 Cargo Capacity. Instead, the Cargo Capacity for a Pilot Pod would be treated as if it was two separate Blocks that are added together. For instance, it could be a combination of 68 Attack, and 71+72 Cargo Capacity.
This additive behavior of separate, random statistics would also apply to Miscellaneous Parts, Cargo Holds, Crew Carbins, and Pilot Pods with a size multiplier. One example would be the 9x Cargo Hold. Just like with the Cargo example for the 1x Pilot Pod, the 9x Cargo Hold would be treated as 9 separate blocks with individual, unique statistics that add together.
With all of these variations in statistics of Parts, one must wonder: will there also be a variation in cost? Yes and no. The cost of buying a particular block block would not change, but the gems that one would get back from selling that same block would change depending on the statistics of the part. If a part rolled the highest value for each statistic, then the gems gained would be same as it usually would be for a particular part, i.e. a 1x Miscellaneous part giving 10 gems. If the part rolled a less value, then the gems one would get when he/she sold it would be one gem less for each statistic that rolled 2 statistic points lower. Should a part be 98 Health instead of 100, and have 66 Attack instead of 68, then the value of the part would be 8 instead of 10 gems.
So if the the value of a part that rolled a lower statistic is less than that of a higher part, how does that apply to parts that are upgraded? Do upgrades and their associates cost vary depending on the rolled statistic. The answer is yes. If I recall correctly, the cost of upgrading a Miscellaneous part is approximately half of that compared to Crew Cabin or Cargo Hold - 19 gems to 40 gems. If a part rolled a lower statistic, then the cost for upgrades lowers by 1 gem and 10 credits for each statistic that rolled 1 statistic point less than the highest statistic value. If a 1x Miscellaneous part rolled a 99 health rather than 100 health, then the cost to upgrade to Level 2 would be 390 credits and 18 gems rather than 400 credits and 19 gems. For parts that have a stat/cost multiplier, the same additive, individualistic behavior would be applied to the cost of upgrades. If a 2x Crew Cabin rolled 98+100 Health and 68+66 Defense, then the cost to upgrade to Level 2 would be 380+400 credits and 19+17 gems; in terms of "resale" value, a Level 2 Block would give 2 gems more than a Level 1 Block. In other words, the gems one would get from selling a leveled-up Block would be the original amount of gems for an un-upgraded - or Level 1- Block, plus 2 times the number of upgrades, where the number of upgrades is equal to the level of a Block minus 1. Should a block have a stat multiplier, the same additive rule is applied to the above rules.
"Now, this variation in cost of Blocks and their upgrades, the statistics of Blocks, and the resale value of Blocks is nice," many of you are thinking, "but what about painting my ship parts a nice color? I do not want to my ship to look like a rainbow-colored Picasso painting (unless I want it to)." Does this variation scheme affect the cost to repaint blocks? Yes. The cost to paint a block is 1 gem less for each statistic of that particular block which rolls 2 statistic points less than the highest value. Using the aforementioned Crew Cabin that rolled a 98+100 Health and 68+66 Defense, this Crew Cabin would cost 13 gems to paint rather than the regular 15 gems to paint.
I hope people like my proposed variation scheme. The developers can add all of it, or some it, depending what the developers like.
