quote:
SJ, the help would be more than welcome! I liked the armor ideas, but haven't gotten that far yet. I am still working on the weapons and trying to balance them out, ...
The weapon balance will depend a lot on the defense system.
For one, every combat-repairable internal component must have
one point of OA ability, or nothing works.
So, we need to scale up the hitpoints/damage of everything in order to keep the repair rates down to a reasonable level.
How many small, 10kt components could be repaired in one combat turn? How long should it take to patch together one of the guns in a defense turret, if it is actually possible?
The repairable list should include:
- lifesupport
- crew quarters
- supply storage (supplies over max at any time are still lost)
- cargo (same condition as above)
- sensors
- unit launch?
- aux con? (repair = putting out fires & whatnot?)
- tiny weapons?
Add up the number of the above that will be included in a typical ship, and multiply by the number of turns you require to repair an item. That's how many hitpoints the item must have, minimum.
We should also add some dedicated "Damage Control Teams", (20-60 ability points?) which do nothing but provide extra repairs.