Per this:
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.
Thank you for clarifying, that makes a lot of sense!
I'd love to have some more detailed feedback about the various ships that might be in this position - just increasing the OP across the board doesn't make sense to me (because at that point, we're just moving what "normal" is), but if this is an issue for specific ships, then that's totally different. This probably isn't the thread for it, but if someone wanted to take a stab at it, I would greatly appreciate it.
(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)
Let's go.
I'm going to start by saying, if you take the 10% OPs away... you may as well compute them back in for every ship, or
lower Hull Mod prices. It's going to break pretty much every mod's balance, ever, until they're also raised by 10%.
I also think that OPs could be raised a bit overall without detriment; Hull Mod diversity's pretty lacking, when just a few hit that sweet-spot between Cost and Utility, for the vast majority of ships. But that's just me.
My personal list:
Lasher, Shrike, Omen, Heron, Enforcer, Medusa, Hound, Brawler, Buffalo Mk. II, Centurion, Cerebus, Gremlin, Gryphon, Kite, Mule, Wayfarer, Venture, Falcon
Justifications:
Spoiler
Lasher: base should be at 60 baseline; it feels starved vs. Wolf. I always think of these two as the baseline Frigates.
Shrike: needs about 20 OPs to be truly functional for its job. As it is, it's nearly starving at 88 OPs after the 10%.
Omen: needs at least 10 OPs to be in a good spot; it's surprisingly starved for a specialist ship.
Heron: needs maybe 15 OPs; as it is, even with the 10% bonus, it feels starved to be armed, have fighters and anything else.
Enforcer: really should be above the Hammerhead in terms of OPs; it's worse in almost every other way that matters right now.
Medusa: ditto; personally, I think it needs 10-15 more than the Hammerhead.
Hound: still a joke ship, unless we can mount shields, past early game. Shame, it was a neat sniper back in the day.
Brawler: still feels curiously underpowered for anything, unless we're talking the free-SO Pather version, which is actually useful.
Buffalo Mk. II: see Hound.
Centurion: looks good on paper, but is actually OP-starved; it needs more efficiency to make up for its crazy-bad turrets.
Cerebus: see Hound.
Gremlin: not quite enough OPs to get it done. Needs about 10, would be actually attractive at 15.
Gryphon: used to be cool. Needs 15-20 so that it can do something once it's out of ammo.
Kite: 10 more OPs would make it less of a one-trick pony.
Mule: one of those "fighting freighters", but it just can't. Needs 20 OPs.
Wayfarer: see Mule; maybe needs 10, but 15 wouldn't be ridiculous.
Venture: make it great again. Needs 25-30 to get there; has to be able to do something with the shields and Heavy Armor.
Falcon: veeeeeeeery cuspy ship. Thaago will probably disagree, but I think it needs 15.