So, I think nobody talked about the new systems yet. Any guesses what they do?
Targeting Feed seems the most obvious, I'd think it increases the damage output of the carrier's fighters while active.
Reserve deployment might be just the instant rebuilding of destroyed fighters.
Recall Device... mhh. Mayyybe something to force fighters to dock for repairs? Don't know if that would be useful, though.
Well the Astral is high-tech right?
Maybe the recall device instantly teleports fighters back to the carrier
Maybe a teleportation device to immediately call back all the fighters?
Solid guesses! That's all pretty much right on.
Given that the Gemini is going back to being an armed freighter rather than a freighter-light carrier with no downsides, I don't feel like it should have a unique carrier-based system; especially when the Condor: the one that's actually meant to be a carrier (and sacrificed cargo space to do it) doesn't (and I don't really want it to either, Fast Missile Racks is getting increasingly rare for a "generic" system).
I think this system (if it works as we think) is purpose build for a one deck carrier, otherwise it would be too easy to "disarm". For proper carriers it might be actually too powerful/unfair.
"Reserve Deployment" launches a few temporary fighters that need to go back for refit after 20 (if memory serves) seconds, but allows you to go above maximum wing size temporarily. It is indeed much too good on something with 3+ wings, though I could see putting it on a 2-wing carrier at some point, too. Or a very dedicated 3-winger.
In my mind, it and "targeting feed" are run-of-the-mill systems, while "Recall Device" is more special. Not that I mind reusing systems, but at the same time I probably wouldn't categorize them as "generic" vs "unique", because there are very much different kinds of "unique" systems. Compare the feel of the aforementioned "reserve deployment" vs, I don't know, "quantum disruptor". One is clearly more special that the other. So I'd say it's more "normal" vs "special", where either can be unique - or not - but "special" systems have that much more extra oopmh to them and really make a ship stand out. Naturally there's some gray area, though.
So what happens, if only three Hangars are even equipt with Wings? Wouldn't that mean, that these three Wings can be maintained at full "capacity" under any circumstances, till the Carriers CR runs out?
Good question; not exactly. Those empty hangars are always counted at 100%, so they are never recovering any rate, being already maxed out.
What that means is 1) the minimum rate in this situation is 65% (as there's a 30% minimum rate per bay), and 2) the rate goes down more slowly than it would with all 6 bays working at the same time.
Going along with the suggestion of turning Drones into the new hangar system aswell,What I would really like to see, I would suggest a clear differentiation.
Since drones are smaller, crewless, shorter ranged and, as far as I remember, weaker than fighters,
I would like to see Fighter and Drone Hangars seperated from each other.
They might even have few differentiations, for example a "clip" system for drones,
as we have now for some drone carriers,or was that in a mod?.
If one is destroyed, it could be replaced instantly, and the clip gets slowly refilled.
If this happens, I think it would also make sense to do another Hull mod to add one "drone Hangar" to a ship.
Not as expensive as a real hangar, but only capable of carrying drones.
Hmm. Possibly doable, but not something I want to jump into right now. For the moment, "drones as built-in wings" seems to be working out pretty well.
Hey, you know what, it would be awesome if carriers would send their fighters to escort. Because, imagine you are piloting this escorted frigate. Sourrounded by a deadly swarm, you maneuver into the perfect position and at the optimal moment, unleash your companions on the enemy's engines. That sounds like the perfect frigate captain power fantasy.
Yeah, that's very much the angle I'm looking at it from. Would have to make sure that fighter/interceptor range lined up with making this work, though.
Also, I hope for a faction that has special faction variants (you know, like the hegemony legion ships) that specialize in hangar deck hullmods. Maybe the Lion's Guard?
That hullmod is more "interesting" than across-the-board "good", but could be fun to fight against just the same - more opponent variety, even if it's not something very optimized. Will keep that in mind!