User talk:Kerrus
Hangar Component Idea for Sphere2
- Spaces: 2x Hull Coefficient
- 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
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)