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Honestly, I think the spare parts system would not add that much. You do however get a part of the construction cost of removed modules back when you refit ships.
Diplomacy and trade will get addressed in dev 10, the release after the monster-focused one currently in development. :)
Can you expand a bit on what you mean by a campaign mode? Like a series of specific missions in a more or less linear plot?
Chinese translation: It's a fan translation, so there's no Google translate involved, don't worry. I very much welcome corrections and improvements, and I can also put you in touch with the translator so you can discuss individual translations.
Hotkey editing is planned, but because the GUI is still constantly changing, it won't happen until a lot closer to the final release.
About campaign mode: In my imagination, gameplay in campaign mode should be similar to the gameplay in the tutorial, achieving specific objective (say, capture/destroy enemy forces or retreat with minimal loss) with limited budget and some other requirements. So basically yes, with a generally linear plot. Just like Besiege and some other sandbox games.
By the way, in conquest mode, if an enemy unit surrenders upon attack, it would be treated as destroyed after the battle was over. (The unit vanquishes from list of units) I have never tried boarding so I don’t know if this case also suits boarding. I think you can add a feature that the surrendered units belong to the winner.
Speaking of surrender, I also think the current retreat mechanism could be modified. In my opinion, when you press the “retreat” button, all non-reserve units will surrender, only the reserve units can return to their home. This conform to the retreat objective in the campaign mode I mentioned hereinabove. Say you need to build a fleet of airships to cover a retreating landship against enemy airstrikes. The enemy should also be able to retreat once they found the tide of the battle have turned away from them. This would necessitate the advent of hook to stop them from retreating.
FLAK
High Alt Interceptors
MORE FLAK
I've found flak guns to be very effective against bombers- I don't think their offensive statistics need to be wiggled at all. They have higher DPS than bomb bays and are MUCH easier to hit with than bomb bays.
However, they're fragile (just as bomb bays are) and somewhat expensive, so making "AA nests" will leave them sitting ducks and won't be cost effective.
Rather, you want a small flak support "PT Boat" that can accelerate once in a while to throw off bombers' aim.
Bombs have a sloooow projectile speed, so it's very easy to make them miss with a little mobility. Flak guns on the other hand are fast and fairly accurate.