Fractal Softworks Forum

Starsector => Suggestions => Topic started by: DeMatt on August 09, 2012, 01:45:40 AM

Title: Cargo/Crew/Fuel Capacity Mods
Post by: DeMatt on August 09, 2012, 01:45:40 AM
I'd like to see hullmods that increase cargo, fuel, or crew capacity.

Not sure whether they should be percentage-based or flat.

These would give options for less-than-fully-combat-oriented ship variants, though I imagine fitting e.g. a Condor with a cargo hullmod shouldn't bring it that much closer to a Tarsus's cargo capacity.
Title: Re: Cargo/Crew/Fuel Capacity Mods
Post by: BillyRueben on August 09, 2012, 06:13:26 AM
I like it.

I'd prefer a flat bonus rather than a percentage bonus, simply to keep the hull mod balanced. Otherwise, what would stop you from putting it on every cargo/personnel hauler? It'd give a larger bonus to ships that could now fly without the need for a cargo ship as well.
Title: Re: Cargo/Crew/Fuel Capacity Mods
Post by: TaLaR on August 09, 2012, 06:46:32 AM
Well any of these bonuses, percentage or not seem weird. You don't want to deploy non combat ships anyway, so the only logical thing is to stack them with whole sets of these hullmods.
Title: Re: Cargo/Crew/Fuel Capacity Mods
Post by: BillyRueben on August 09, 2012, 08:08:44 AM
This would give you the option to sacrifice some firepower on your combat ships so that you didn't have to have larger hulls with large cargo bays slowing down your fleet and taking up FP.
Title: Re: Cargo/Crew/Fuel Capacity Mods
Post by: TaLaR on August 09, 2012, 08:12:26 AM
At least at current point there is absolutely no need for such sacrifices (just resupply/sell loot more often). Depending on what future versions of campaign will look like it might, though still think it unlikely.