346
Suggestions / Re: Supercarriers able to Repair & Refit frigates
« on: March 11, 2012, 07:40:27 PM »
First off, to give the Astral a bit more of a use, make it give a MASSIVE boost to the out-of-battle repair speed of all fighters and frigates in the fleet. It's a technological marvel with tons of space and should be able to do days worth of repairs in mere hours. It's presence could also give a larger chance to be able to repair "Destroyed" fighters and frigates after the battle.
To keep it from being "Overpowered", limit it's in-battle repair/refit abilities quite a bit.
1) For starters, limit the repair. Armor will be fully patched up (They just slap on more plates), but hull can't be repaired more than 50%. Further repairs would require extended, out-of-battle repairing.
2) Also limit the ammo refills a bit.
-Only fill ballistic/energy ammo-using weapons to 50% of the max (Factoring in Expanded Magazines, of course!).
-Rockets and Rocket Pods would be filled 50%
-Missile "Pods" would be given two "Salvos" (4 missiles).
-3-shot" missiles to 1 missile per launcher with each reload (Two if they have Expanded Missile Racks).
-"Single Shot" missiles and torpedos would, of course, be fully reloaded, giving them a space-saving advantage, but making them highly dependent on a Reload-Capable ship.
3) If a Frigate is being repaired/refitted, it should count as having 2 Flight Decks "Taken". This would mean that repairing Frigates would limit the Astral's fighter-refitting ability.
4) The repair/refit process should definitely take some time, but would vary depending on if it's just repairs, just refit, or both. Refits should be relatively quick, but repairs should take a decent chunk of time. It would make sending a Frigate for repair a significant investment of time.
To keep it from being "Overpowered", limit it's in-battle repair/refit abilities quite a bit.
1) For starters, limit the repair. Armor will be fully patched up (They just slap on more plates), but hull can't be repaired more than 50%. Further repairs would require extended, out-of-battle repairing.
2) Also limit the ammo refills a bit.
-Only fill ballistic/energy ammo-using weapons to 50% of the max (Factoring in Expanded Magazines, of course!).
-Rockets and Rocket Pods would be filled 50%
-Missile "Pods" would be given two "Salvos" (4 missiles).
-3-shot" missiles to 1 missile per launcher with each reload (Two if they have Expanded Missile Racks).
-"Single Shot" missiles and torpedos would, of course, be fully reloaded, giving them a space-saving advantage, but making them highly dependent on a Reload-Capable ship.
3) If a Frigate is being repaired/refitted, it should count as having 2 Flight Decks "Taken". This would mean that repairing Frigates would limit the Astral's fighter-refitting ability.
4) The repair/refit process should definitely take some time, but would vary depending on if it's just repairs, just refit, or both. Refits should be relatively quick, but repairs should take a decent chunk of time. It would make sending a Frigate for repair a significant investment of time.