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Author Topic: Re: Patch 0.95 new Converted Fighter Bays  (Read 2410 times)

IonDragonX

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Re: Patch 0.95 new Converted Fighter Bays
« on: December 25, 2020, 06:08:07 PM »

Quote
  • Added: Converted Fighter Bays
    • Removes built-in fighter bays, adds cargo capacity and reduces required crew per bay removed
    • Ship must only have built-in fighter bays for hullmod to be installed

@Alex
How much cargo and crew are we talking here? 50/20 maybe? I'm interested so I can edit my own mods before release. I can see a Civilian Gemini being extra-roomy with this.
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Alex

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #1 on: December 25, 2020, 07:31:35 PM »

Ah - the Gemini can't install this as its fighter bays are not "built in". Perhaps the patch notes should've said "wings" instead of bays. Basically it only applies to ships like the Venture or the Shepherd.

You're spot on about the numbers, though! +50 cargo and -20 crew.
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IonDragonX

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Re: Re: Patch 0.95 new Converted Fighter Bays
« Reply #2 on: December 25, 2020, 08:07:47 PM »

Thank you for the confirmation. I agree that the wording could be more clear. "Removes bays with built-in fighter wings." On the other hand, why not allow unused bays to be cargo holds? ??? The Shepherd goes all the way to 150 cargo for a frigate.
« Last Edit: December 25, 2020, 08:11:19 PM by IonDragonX »
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Alex

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #3 on: December 25, 2020, 08:23:43 PM »

Mainly for implementation reasons; doing this with built-in only allows for some assumptions that make the implementation an order of magnitude simpler/faster to do, i.e. "actually doable" and not "maybe at some point but realistically probably not worth the time it'd take".
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Embolism

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #4 on: December 26, 2020, 03:12:20 AM »

-20 crew... does that mean the Shepherd and Tempest can go down to 0 crew requirement?
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Megas

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #5 on: December 26, 2020, 05:22:12 AM »

Not to mention a frigate (Shepherd) with 150 cargo.  Even Tempest is not too shabby as a frigate-sized high-tech Mule with this.
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IonDragonX

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #6 on: December 26, 2020, 07:42:32 AM »

-20 crew... does that mean the Shepherd and Tempest can go down to 0 crew requirement?
What's wrong with letting the Terminator Drone drive?  ;D
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Alex

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #7 on: December 26, 2020, 10:02:05 AM »

-20 crew... does that mean the Shepherd and Tempest can go down to 0 crew requirement?

My bad, it's 20% for crew (but flat +50 for the cargo). Was just looking at the numbers, not reading the code.

(Edit: before someone asks, the -% crew is capped to 80%.)
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Thaago

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #8 on: December 26, 2020, 11:49:34 AM »

Hmmm, 150 cargo space shepherds put them at the same fuel/cargo efficiency as an unmodified buffalo, but twice as expensive in terms of cargo/month. In return they get +1 burn and are faster for retreat battles.

Otoh, Shepherd drones are a pretty reasonable early game anti-pirate force and giving them up is risky for that stage of the game. I can see the hullmod being situationally useful, but not a must, which seems about right.
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Megas

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Re: Patch 0.95 new Converted Fighter Bays
« Reply #9 on: December 26, 2020, 01:09:58 PM »

Hmmm, 150 cargo space shepherds put them at the same fuel/cargo efficiency as an unmodified buffalo, but twice as expensive in terms of cargo/month. In return they get +1 burn and are faster for retreat battles.

Otoh, Shepherd drones are a pretty reasonable early game anti-pirate force and giving them up is risky for that stage of the game. I can see the hullmod being situationally useful, but not a must, which seems about right.
I usually bring one or two in my fleet at all times, even in my endgame fleet, due to survey and/or salvage bonuses.  They, along with other civvies or recently recovered clunkers, also are useful for auto-resolving pursuits.  (Deploy badly armed ships for auto-resolve, and they wipe out over half of their ships.)

A bigger limitation will probably be the two campaign mod limit, if the new hullmod is a campaign mod.  If not, I will probably throw that hullmod on Shepherd since I bring it along as a stat-stick after early game.
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