thinking about Converted Hangar recently and how maybe pure OP is not the best balance lever for it.
What if Converted Hangar cost something like 5 OP across the board, the fighters had no penalties (increased cost or otherwise)
Yes ! Thank you for response. It is quite radical approach, but helps cut out all old convoluted tweaks which were piling up for for years. Now you can look back and make nice clean rule-set.
Hangar is a large construction, ( see Battlestar Galactica series - landing rack plus workshop means thousands cubic meters of space) therfore OP price should mirror that. I always thought OP is merged value of space&energy. 20 OP fixed for all ship sizes sounds right, with rule : mother-ship has base at least 20 DP.
, but it increased the ship's deployment points by something like "+3 or 10%, whichever is higher"?
Consider Fighter bay as a special weapon slot. Then Fighters are
ships which fits into the weapon slot. Therefore
-
Fighter cost DP as ship! As any other ship. But Zero OP.
(OP price is paid for space for hangar and energy of life support for technicians, it is the same value for any fighter type, garage for The Porshe is the same as garage for a Fiat.) Which means, all fighter roster have to be refactored to fit into 0,1,2,3,..DP Brackets.
-
Fighter cost maintenance as any other ship. This number should be counted from DP value. By a simple: DPprice times One_constant_for_all equals maintenance. Delicate Machinery is systematic optional modifier to add maintenance to some high tech fighters.
Dedicated carrier ships like Astral, (lots fighter bays and few weapon slots) should get base DP cut like 50 >>> 35. And slight OP cut like 10 OP per bay. (because OP are no longer needed to fill up the bays)
Also please consider add other simplifications and AI toggle feature from my previous post, coping only relevant headlines:
- Make clear naming convention:
- Make OP price spread evenly AND in pairs, (well, now it means rather spread evenly DP than OP)
- Make "Base_replacement_time" standard 10s for EVERY fighter.Consider Fighter bay as a weapon with rate of fire once per 10seconds.
- add toggle Fighter AI behaviour on Ship refit screen - Weapons groups
----------------------------------
Do you think, the possible new fighters&hangar version should keep declining replenish as feature of specific weapon type, or make clean sweep and cut to the point that fighters keep the same replenish rate all the time ?
Fact to consider, PD weapons has constant dmg output all the time, when fighters replenish rate go down, it means fighters hit the point when they are few, so all threat is hold by PD then fighters do zero dmg and almost zero threat because flux of PD is dirt cheap.