... Are fleets going to be much smaller in next release or just fleet-wide skills much less important? This seems to be quite a low value at battle-size 500. I mean my deployment capacity needs to be 200 dp at minimum, and preferably somewhat more.
Standard 200 battle-size may reduce my single time deployment needs, but then I'd need to prepare for multi round combat, given size of late bounties or expedition fleets, which also means extra ships.
Bit of both, really. Still some fine-tuning to do, but a right now a top-end Hegemony fleet would have something like 3-4 capital ships in it. So it's leaning more on officers to increase power than it is on raw ship size.
You also don't *have* to stick to 100 DP total for Crew Training - it's really a choice between running more lean and efficient, and having more overall muscle. Skills have varying DP thresholds, btw, i.e. it's not all set to 100, though right now 100 is the highest. Again, though, some fine-tuning to be done so I wouldn't say with certainty this is the final value.
So when do you plan to release this awesome update? A month estimate at least would be good, so I that I know not to stress about it looking every few days to see if its been uploaded .
Ahh, I'm sorry, the release schedule operates strictly on a "soon(tm)" and "when it's ready" schedule
(That said, there's a bunch to do, both feature and content-wise, so I wouldn't worry about it just now.)
What constitutes a combat ship? Any ship which is not included in a Civilian Rally Point order?
Pretty much, but ... that reminds me, there's a couple of loose ends I need to tie up here.
Speaking of skill booster hullmods, here's a scenario. A ten hangar fleet constituted by one Astral, one Mora and one Condor. If player add a booster hullmod the Astral, Carrier Group will give maximum bonus as if there's only five hangars while adding the hull mod to the Condor or Drover will give less than maximum bonus as if there's more than six hangars.
How well would this arrangement work? While it still leads to hullmod spamming, it doesn't lead to spamming specialized booster ships. Additionally, it makes the player choose between skill booster hullmod against weapons/LPC's/vents/hullmods.
Hmm - would this hypothetical hullmod also stop the effect from applying to the ship it's installed on? If it did, that could be potentially workable, though I'm not sure it's *necessary*. Also, not sure how it would be presented to the player just as far as the nature of the hullmod.