A bit more about how things are modeled internally...
The spaceship is normally just a SF:0 scene, like any building. When a spaceship "docks" in a city it generates an entrance gear that represents the exterior of the ship.
When a spaceship takes part in combat, a "combat representation" of the ship is generated. This representation is a multi-part prop. The individual props that make up the whole are all SF:2, the same as the map they're placed on; installed weapons would be SF:2 as well. The design and equipment of this combat representation is generated based on the layout of the spaceship scene. Within the megaprop, certain parts are designated as weapon points. This is where the weapons are to be placed.
Initially, I had hoped to leave the weapon upgrades vague- the more weapon upgrade cells you install, the better the weapons at all the weapon points will be. I should have guessed that people would want more detail.
Here's an idea. The superprop layout associated with a spaceship design has a certain number of parts designated as weapon points; at the ship customization shop, allow the player to select what kind of weapon battery will be mounted at each point. Big weapons will take up one, two, or even more cells from the interior.
All ship weapons used in ship-vs-mecha combat will be SF:2. The ships may have bigger weapons available, but these will not be usable at such close range. The default ship weapon is a laser battery with DC:10, Rng:8, and Spd:3. I'm hoping to simulate the anti-mecha guns seen in anime and Star Wars.
The "skill" used by the ship's weapons also has to be determined. Fire points have two skills- an attack skill, and Initiative. The attack skills should maybe come from the higest attack skills of the people left behind on the spaceship; Initiative should maybe be set to an arbitrarily high number, so that the speed of attack will only be affected by the rate of fire of the installed weapons.
Quoting: Machina
"Heavy" would function in part like you thought for the ship props, preventing critical hits, with an added bonus of additional damage reduction and offsetting armorpiercing and armorignoring, with the tradeoff of reducing reaction time (Initiative and Mecha Piloting penalties).
I think this could be a good idea for mecha, though a percentage decrease in reaction time would be a huge deal in GH2. How's this as an idea- a capped reaction time in exchange for a reduced criticals? That sounds a bit like how armor works in 3rd Ed Dungeons & Dragons; anyhow, I think it could be a good mechanic.
Quoting: SharkD
I can render them using spherical projection if you prefer that.
I'm playing around with it now. A stationary starfield behind the action is disorienting when the playfield moves. So, I've made the background rotate as the camera rotates. It would look best, I think, if the starfield also moved in an up-and-down direction depending on the camera position but I don't know a good way to do this yet.