Difference between revisions of "User talk:Kerrus"

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= Hangar Component Idea for Sphere2 =
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= Sphere 2 Suggestions =
  
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=== Light Carrier Revision ===
  
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Light Carrier redux: Space: 60, DP: 60, Hull Expansion: +8, Hangar Expansion: +15
  
:Spaces: 2x Hull Coefficient
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=== Fleet Carrier Revision ===
:Power: 1x Engineering Coefficient
 
:Hangar Space +1.5 x Hull Coefficient, +Launch/Recovery, +Resupply/Repair, Hits -0.5 x hull coefficient.
 
  
now let's try for scale
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Fleet Carrier redux: Space: 120, DP: 120, Hull Expansion: +16, Hangar Expansion: +30
 
 
 
 
Battleship has 200 spaces, 40 hits, 8 structure, and 8 armour
 
 
 
:Engie Coef: 10
 
:Hull Coef: 8
 
 
 
 
 
 
 
So I want a carrier. So more hangars then I know what to do with, right?
 
 
 
6x Hangars (-12 x hull coef spaces, -6 x engie coef power, +9 x hull coef hangar spaces, +otherstuff, -3 x hull coef hits)
 
 
 
which translates to:
 
 
 
6x Hangars (-120 spaces, -48 power, +90 Hangar Spaces, +other stuff, -30 Hits) Which is eww, actually kind of bad, because that drops our battleship down to 10 hits. then again, the optimal goal here is 4x hangars- any more and they can pay the piper
 
 
 
 
 
4x is 80 spaces, 60 hangar spaces, -20 hits, which is actually fairly balanced, and close to the presented example of more complex system.
 
 
 
 
 
*does a 2x version* yep, this matches up quite nicely
 
 
 
 
 
a '2x' version looks like this: -40 spaces, -16 power, +30 hangar spaces, +stuff, -10 hits)
 
 
 
a 1x version is obviously: -20 spaces, -8 power, +15 hangar spaces, +stuff, -5 hits)
 
 
 
 
 
So yeah, I think this works out really well.
 
 
 
So you can have enough hangar spaces for like, a single squadron of mecha (30ish without sacrificing too much health, and you can augment your health by making your ship a ridiculous slab of armour and shit)
 
 
 
 
 
 
 
this also gives a way for hangarize to work- ZOCU ships don't have special or free hangars per say, but rather, they have identified the way that having large open spaces inside a ship detracts from structural stability- it's easy for weapons to do more damage ie less HP as I've statted.
 
 
 
So rather then using a bigger system, they use a sort of smaller bulkhead honeycomb system- a hundred single fighter garages, rather than a hundred fighters on a big deck. This means they basically don't lose any hits- although in practice, maybe they'll just get more space for their hangars.
 
 
 
so like, ZOCU Hangarize could look like this:
 
 
 
 
 
ZOCU Hangar
 
 
 
:2 x Hull Coeffient Spaces
 
:1x Engineering Coefficient Power
 
:+1.8 Hangar Spaces, +stuff, +otherstuff, -0.5 x hull coefficient hits
 
 
 
 
 
So then, on a ZOCU warship, with a 4x hangar, you might get something like this (assume a cruiser, which is
 
 
 
100 spaces, 20 hits, 5 structure, hull/engie coeffs: 4
 
 
 
 
 
4x ZOCU Hangar Module (-32 Spaces, -16 Power, +28.8 Hangar Spaces, +Stuff, +other stuff, -8 hits)
 
 
 
Hmm, 1.8 is unwieldy for a net increase, so let's swing that around a bit.
 
 
 
 
 
ZOCU Hangar Module (Revised)
 
 
 
:2x Hull Coef spaces
 
:1x Engine Coeff Power
 
:+1.5 hangar spaces, +suff, +otherstuff, -0.25 x hull coef hits)
 
 
 
So basically, ZOCU ships lose less when it comes to making carrier craft- you can easily spend some internal volume to host mecha, but like, don't lose out on the structual end, because a ZOCU carrier with 4x hangars for 24 hangar space only takes a penaly of -4 hits, rather than -8.
 
 
 
Now, that being said, there's gotta be some limit on ZOCU style hangar modules, to fit with how hangarize's fluff works, so lesse.  I think just having a limit of 2 ZOCU hangar modules on a ship would do it. That's 12 spaces, enough for three mecha, on a cruiser at the reduced rate. They can buy more, but it's normal hangar space. Call it an engineering limitation or something.
 
 
 
 
 
So that translates that a ship that wants to have a 4x complement for 24 hangar spaces (6 mecha) will have -6 hits, versus a 4x hangar space NON-ZOCU ship, which will have -8 (on a cruiser chassis, however)
 
 
 
 
 
What I would suggest here is to, on the issue of hangars, allow for fractional accounting under the given system.
 
 
 
So like, for battleships, at 4x you might have a 4:3 for spaces/hangars, so then you can increase the spaces by 4, the power by whatever (might make power hull coef rather then engine coef for easy) and get +3 hangar spaces. Which is good for rounding out squadrons or whatever.
 

Revision as of 03:12, 2 August 2010


Sphere 2 Suggestions

Light Carrier Revision

Light Carrier redux: Space: 60, DP: 60, Hull Expansion: +8, Hangar Expansion: +15

Fleet Carrier Revision

Fleet Carrier redux: Space: 120, DP: 120, Hull Expansion: +16, Hangar Expansion: +30