Each ship has a somewhat-random quality ranging 0.5~1.5 based on it's in-game ID. Quality decides the cost and the degree of upgrades. +You can toggle "RNG" in settings and adjust base quality if toggled off.
Upgrade has about 40% (configurable) chance of success at the minimum. +Toggle on/off failures in settings.json in data\config +baseFailureMinFactor is there to lessen your losses.
+Upgrade subsystems on non-hostile planets with market. +Ship's quality can be upgraded! Seek markets with better industries.
---Mechanics---
The efficiency step of upgrades are: Frigate:10% Destroyer:6.66% Cruiser:5% Capital Ship:4% With a total of steps: Frigate:10 Destroyer:15 Cruiser:20 Capital Ship:25 Which means that all sizes will receive full (or a little bit more) bonus mentioned below. +You can control how many resources you wish to spend with dividingRatio parameter (higher is cheaper). 'Cause u know, the original costs are outrageous. +upgradeCostMaxFactor and upgradeCostMinFactor (the latter will have much more impact on the cost to upgrade)
Durability: Hullpoints, armor, weapon health, engine health up to 30% +EMP resistance up to 40% on Q=1 Weaponry: Weapon range, weapon damage, rate of fire up to 15% Logistics: -CR per deployment, +weapon ammo, crew, +ship repair rate, +CR recovery, -fuel use up to 20% -SuppliesPerMonth and SuppliesToRecover up to 20% at Q=1 Mobility: Max speed up to 20%; acceleration, deceleration, max turn rate, turn acceleration up to 30% +Burn level up to +20% at Q=1 Technology: +Flux capacity and disspation up to 30%; weapon flux cost, shield efficiency up to 15% +PhaseCloak improvements up to 25% flux savings!
Coming next: -Adjustable efficiency steps and number of levels -Fighter-hull upgrades (maybe) -More achievements -Make it possible to just buy upgrades without materials/commodities