Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I agree that they aren't very useful, but disagree on getting rid of them.You rarely lose many crew in a battle past force feeding talons into flak cannons, so it never really comes up. It probably should, especially when taking any kind of hull damage you should bleed crew like crazy.
Quote from: Igncom1 on August 14, 2022, 05:03:08 AMI agree that they aren't very useful, but disagree on getting rid of them.You rarely lose many crew in a battle past force feeding talons into flak cannons, so it never really comes up. It probably should, especially when taking any kind of hull damage you should bleed crew like crazy.But like SCC said that's a dumb and annoying mechanic when playing ships that don't rely on shields. You're basically harsh punishing a certain group of ships (which already get screwed over by a lot) and the other side is pretty much unaffected. For what, a single hullmod getting more use... seems dumb.
At that point you suggest you may as well do away with crew altogether if it is having no effect.
Rather than getting rid of a hullmod I would advocate making it more unique or more powerful.If it increased hull by a set amount per ship size for example, it could really be a boon for low-hull high tech frigates. If it was generally a higher amount, it could multiply better with Reinforced Bulkheads. There is no "hull tank metagame" as far as I'm aware of. Once the armor is gone, hull just about keeps you alive. Because it is so unviable to build for max hull, it would not hurt making these two hullmods work better synergistically.
What if blast doors had +hull and - 25% explosive damage? I think that would really fit the description / theme and make it more unique.