Is anyone interested in playing in a game as described in the copy of another forum post shown below?
Both Effigy (effigygames.com) and I (maidenariana from roguegalaxy.com) have implemented somthing like this. I ran a test game last year that Effigy and a few other veterans played in. Basically I have a web interface that allows you to modify a ship based on how many mod points you have. The number of mod points and the base level ship specs are all based on what level shipyard you have. The modded ship design is submitted, then I add that into twgs. Once the ship design is on the server, you purchase a "Ship Hulk" from stardock. It is just raw materials with no offensive and defensive capability. You tow that to your Shipyard (which is just a modified planet that is purchased as an upgrade to a level 4 planet). Then, you go back to the web interface and you can see your ship hulk in a drop down menu. You select it and then order the ship to be constructed. Construction times are also based on what level shipyard you have. The completed ship is then automatically placed in the game using the ship id of the ship hulk.
What is really fun about it is that if someone captures your shipyard, then you lose the ability to build ships and the new owner can start to use the shipyard instead. It all works automatically because I use Java to pull data from the TWGS data files (every 30 minutes or so).
If there is still interest in playing this type of game (some didn't like the way things can get unbalanced if one corp is making a ton of cash) - then I will set up another one and we can further try to tweak the settings so the universe works well with the modded ship capability.
Here are some links with more info on how my setup works - I call the interface RGTWCompanion for current lack of a better name:
RGTWCompanion Guide
http://roguegroup.no-ip.com:8970/tomcat ... ion/RGTWCo mpanionGuide.html
Ship Templates
http://roguegroup.no-ip.com:8970/tomcat ... ion/rgship templates.html
http://roguegalaxy.com