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To combat that, I presented 2 approaches to fixing this issue. The latter could be a rather quick fix, where as the former is something that may take more time, but would be more fun and desirable to have in the game.
Exactly this. But to my knowledge, if you have enough units, you can just buy more slots for a bit more units regardless. Looking at how ridiculous prices can get for upgrades, it's kind of funny how all of it added up for multiple ships would probably cost more than the maximum digit number of units is possible in the game, which btw is just above the 4 billion mark.
I suspect they will eventually allow you to change the component looks of your ships and may be subsequently, or without association, also changing ship type, meaning you could just buy any ship and turn it into any other. That's ok, but as it stands it would throw out any thought and standards you would put forward into buying any ship other than because you need a ship to get a better ship.
That's a super simplified example too, since each module doesn't just calculate its boost on the base stat, they build on each other and include a further boost with the adjacency bonuses.
Yes, some do add flat values, like hyperdrive modules, but in that case, ship type will play the bigger role than ship class.
So class does matter if your talking base stats. What you do with the modules will only build on the base stats.
That's my take on it anyway.
This game does have problems with variety (as perceived by our human brains; arguably they're the bigger issue here), but procedural generation is its whole shtick. Getting rid of it would be taking NMS out of NMS.