Still thinking about removing crew?
Crew levels? Oh yeah, those. They've been gone from the dev build for quite a while now, and I must say, it's been a breath of fresh air. And the amount of stuff it simplified under the hood is
insane.
I suppose I'll miss those silly carrierless fighter wings that show up in small patrols,
Those were always a bit of a pain to fight, for me.
... but this will be so much cleaner and fixes so many problems it's hard to argue with.
Yeah, I'm excited about that. It simplifies a lot under the hood as well as (I feel) being more interesting overall.
Looks pretty good, obviously I approve the changes.
Shocker
Have to give credit where it's due, the mockup of the refit screen you put together really sold me on doing this "right" from the ground up.
I'm kinda on the fence concerning the unlimited fighters: I wouldn't like to loose dozens crewmen while unable to retreat a carrier due to the limited amount of orders. That could go into a death spiral really fast.
That shouldn't be a big deal, the way the crew loss calculation works is the losses approach about 2/3rds of the carriers minimum crew as the number of fighters lost approaches infinity. Obviously non-linear
(Also is there a variant of that hullmod affecting all weapons that could be installed on decoy ships? ^^)
I think I'm missing something; the Converted Hangar hullmod doesn't affect weapons?
(Aw heck, the new chip graphic didn't make it in to the screenshots. Well, it looks cooler now!)
Sorry
I like the new strategic options for carriers, but at the same time fighters have been reduced to work like drones. No more long-range, scouting missions or point harrassment. No more teamwork between carriers. Bringing expensive fighters makes the carrier itself weak.
Teamwork between carriers is still quite the option, but yeah, more or less.
Well.. I've spoken out against the 'fighters as weapons' thing on several occasions, so my feelings about this are about as expected. Guess I'll reserve judgement until I can see how it plays. One thing I'd encourage for the new system is that the range limit on fighters be kept as high as possible. Then I'll at least be able to cope.
I hear you. Just one of those things where it's not going to make everyone happy, but I do feel strongly this is a good move overall. Personally, I'm pretty happy about personally piloting carriers looking like a viable option as a result of these changes. I do appreciate you reserving judgment, though
(The range is pretty high - right now, something like 4000 for most fighters, and 5000 for interceptors and such. Might possibly be extendable via skill or hullmod, but I'm not sure it's meaningful enough for such adjustment.)
Sounds like the iconic Onslaught can be converted into Battlestar Galactica or Ur-Quan Dreadnought.
Maybe an Ur-Quan Dreadnought, but definitely not the BSG. The hullmod grants just one fighter bay, but for larger ships the downside (replacement time) is smaller. Toyed around with a version of it that gave more bays, but ultimately don't want to turn the game into "fighters absolutely everywhere", so erring on the side of caution with this hullmod.