There are two ship upgrades i want to implement in a mod:
Spoiler
High-tech Systems
Thanks to the newest achievements in miniaturization and automation this ship gains small boost to all stats, has more space for other upgrades and lower maintenance cost, but in case of damage it's systems are easier to replace than to repair. Latest smart management and optimization subroutines decrease skeleton crew requirements and allow the ship to be operated effectively by staff with only basic training. The designed lack of flexibility however, combined with numerous documentation and DRM related issues results in serious performance decrease with experienced crew. Also safety protocol enforcement policies, while successful in protecting lives, prevent various dangerous overrides, that generally increase ship survivability in combat.
Stats:
-5/-10/-15/-20 space
+3% to all main specs
-5% maintenance cost
+10% Repair time
-10% minimum crew
10% less fatalities
+10/+10/-10/-30 to crew CR bonus
5% more damage taken
-10% Chance to recover if disabled
Spoiler
Lo-tech Systems
Using only well known designs, that proved their effectiveness with ages of fateful service this ship's systems are somehow bulky, slightly less effective and harder to maintain. Inexperienced crew is often clueless facing them and tends to greatly underestimate their usability. In hands of a pro however such systems are easily tuned, achieving performance that goes above and beyond the boundaries of their specs. There are various popular safety overrides, known to improve survivability of ships with such systems in combat, trough if things turn bad some of them may be deadly for crew members that implement them. Lo-tech systems are also easy to repair and there are quite a few cases where seemingly destroyed ships had their basic functionality field-restored 'with just copper wire and plastic band' as techs love to say.
Stats:
5/10/15/20 space
-3% to all main specs
+10% maintenance cost
-10% Repair time
+5% minimum crew
5% more fatalities
-20/-10/+10/+10 to crew CR bonus
5% less damage taken
+10% Chance to recover if disabled
Stats are not final and may change for balance purposes trough they look to me quite realistic (from today's point of view at least).
My question:
Is it possible to manipulate crew type CR bonuses and disabled ship post-combat recovery chance with a subsystem, on per ship basis. If there it is - how?
Without at least CR manipulation both systems are meaningless.
Be aware, i have no Java programming experience. In many cases i can figure the logic in existing code and make modifications in it, but am far from being able to write one on my own.