How is the Vast Hangar interaction working at this point? In the relevant blogpost, you talked about it negating penalties on top of adding a second bay - it might be a good idea to slap that on a couple of smaller ships that make for better carrier conversions. That would keep Converted Hangar mostly not worth it, with a few situational choices.
It'd negate the +DP penalty and still add a second bay, since the Invictus is designed to have "two bays regular carrier style" as an option.
I'm not sure I'd really want to put it on smaller ships; it'd really put the Condor in a bad spot.
Maybe it's just me, but "the fighter replacement rate both decays and recovers 1.5x more slowly" reads a bit odd to me? Like the replacement rate goes down more slowly, but also recovers more slowly? Is that intended?
Well, you're interpreting it correctly, so that's good! The idea is that basically all of the operations of the flight deck are slowed. If the replacement rate only went down more slowly, but recovered at the same rate, that'd be a pretty massive bonus.
Also "The improvised flight deck, its crew, and the related machinery all lack the speed and precision found on a dedicated carrier" reads like the crew itself is also improvised, but than I need extra skeleton crew to account for (I assume) dedicated pilots and flight crew?
I think the "its crew" bit makes it clear that the crew is not improvised. (Even though it kinda is
But just proper-English-wise.) And as the tooltip mentions later, you do require more crew.
Pardon if this is just being nitpicky, but, well, curious.
Not at all, I appreciate you looking it over!
Yeah, minimum +1 DP was my original suggestion.
If the S-mod bonus shouldn’t feel mandatory… hmm. Fighters deal an extra 10/15% damage to missiles? Reduces the bomber rearm time penalty?
Probably too involved but S-modded CH has no rearm/replacement time penalty for the first 100 seconds of combat before reverting to 1.5x. It’s like the converted hangars are overdriven at the start but can’t maintain it for extended periods before reverting to degraded performance.
Interesting idea! Probably a bit involved, yeah - would also need to convey this to the player (I mean, during combat, as the effect runs out) etc.
Also for smod bonus: changes the replacement rate thing to 1.25 from 1.50 would be neat
That'd be a bit of a nerf, I think! At least, unless the refit time was also reduced. Otherwise, the replacement rate would tick down faster while new fighters are being prepared.
Gameplay-wise it means you're not punished for losing fighters in the short-term but rather more in the long-term.
Applying the same modifier to all of these (well, the inverted modifier to the rates) keeps the dynamics the same in terms of how much the replacement rate suffers over the course of replacing a single fighter. Basically it's like the fighter bay is working in slow motion, but everything else is the same.
This converted hangar rework that tracks OP used on the added fighter bay to determine the Deployment point penalty reminded me of a suggestion i did ages ago about changing the fighter skills to track OP used on fighters instead of fighter bays in your fleet to determine when diminishing returns should kick in. It is kind of off-topic though and i apologize for that.
It's an interesting idea, but I think it gets pretty complicated. I'm not so sure that OP is a reliable measure of how much a fighter wing should be worth to the skill - or, rather, I'm sure it's *not*! It'd need to be something like "fighter OP cost plus 10" (which would also build in those guardrails FooF is talking about), but it's just... a bit too fiddly for my liking.