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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)