This was something I've wanted to suggest for a year or so, but never thought it would pick up any traction! Very cool, I like Converted Hanger and experiment with it all the time. It was simply laughably bad (in a funny, facepalming way) at times with how easily strikecraft were wiped out.
I look forward to trying this out in the future and seeing if Converted Hanger is in a good spot now.
This was actually driven by the Defective Manufactory side of things - getting it to where the carrier is actually usable. But the same exact code was applying to CH, and then it's like, well, that could probably use some help, too.
The converted hangar buff is something I was pretty happy to see on the new patch notes. I don't use them much any more, but I still love equipping them on my Apogee's (I've since downgraded from Xyphos wings to Wasp's). Of questionable benefit alone, they seem to survive a bit longer when fielding 4 or so Apogee's in my end game exploration fleet, so they should be even better now.
I noticed that the art on the fighter wings look broken down when using a converted hangar (well they aren't a proper hangar I guess). I don't think I noticed it much on wasps, but the Xyphos looked pretty derelict and ready for the scrap yard...is that still the case with the new update? (wasn't a fan of that, but I guess it was used to distinguish them between normal hangars; maybe they could look a little less beat up with the buff?).
Imgur isn't working right now so I attached a comparison between a converted hangar (left) and normal hangar (right)
Hmm, that's a good point - let me tone it down some!
That's fair. I have to wonder, any plans to make another missile oriented at massing them, pushing toward that goal from a different direction? Or is it a niche you think just won't really work in vanilla?
Let me flip the question around - why would a missile like that be good for gameplay?
(I don't immediately see that it would be - it seems like it'd actually be bad, if we're talking about encouraging a "mass this fairly non-interactive thing until you win" strategy, but if you have ideas...!)
Re: Sabots, FWIW that's my reasoning for them having EMP - with limited ammo and a primary use that counters an unlimited resource (shields), it needs to at least do *something* when it doesn't hit shields - especially since that's so easy for the defender to arrange. But if it were, say, more kinetic damage (as it was at one point, when Sabots were a single projectile), then it's too punishing since it goes from "too easy to counter" to "there's no good counter". EMP is the middle ground between that; it's temporary damage but does create some kind of opening, and the defender gets to pick which type of opening they offer.