I've had so many ideas for modding GC2, largely with regards to balance and combat mechanics, but I cannot start them yet. Because starbase HP cannot be changed, and the major changes I plan for combat mechanics / technology would break the game if it stayed constant.
What is the problem? Here's an example.
GC2 has various problems stemming from the use of small integers. For one thing, Laser, Laser II, Laser III, and Laser IV all do identical damage... boring. For another, tiny ships using lasers will generally have 1 or maybe 2, with miniaturization. What does a 1% boost to ship weapons do to a ship with 1 attack? Nothing. Nothing at all until you hit a weapon boost of 100%, which is never.
So, how about if I make lasers do 4, 5, 6, and 7 damage? Of course, ship HP would increase too... perhaps tiny hulls would get a base 60, and small hulls a base 100. I think even starbase modules can be modded, so their damage and defense will change accordingly (roughly by a factor of 5).
HOWEVER! What happens now when a 10 attack / 100 HP light fighter attacks a 15 attack / 30 HP starbase (with battle stations)? The Starbase gets easily smashed.
Right now, Starbase HP cannot be modded. But I can't do anything without that ability, as it's like being told "You can change any aspect of this car you want! Turn it into a humvee, a tank, an 18-wheeler... oh but by the way, the coolant system has to remain identical." It's really about that close to supporting full combat technology modding (within the current combat model) - I can do most of what I want, but the engine will burn out within a minute of starting. But close only counts in cliches, so until then, I'll be waiting.