Ok. Here's my first real contribution to this mod. Tell me what you think. I'm expanding on Geo's idea of a maintenance reducing component, called Engineering. First off, I must admit that I didn't like his engineering replacing Life support; I thought it fit much better as a Crew Quarter. Yes, I know, it makes no difference to the program. But I'm just picky that way.

Anyway, his setup was that research into Ship construction gave Engineering components with progressively higher maintenance reductions. But what if instead, hulls get progressively worse Maint. penalties, in 10% increments, starting with the escort. Then, by researching Ship Construction, maintenence reduction components become available (1 per level). Each component gives a 10% reduction, and should be about 5kt. Make them count as crew quarters, and limited to 1 per ship. There are 9 levels of ship const., so 9 components are needed.
So, an escort gets a 10% Maintenance penalty, but also needs 2 CQ. (1 regular CQ (10kt) + 1 maint. reducer(5kt and 10%maint. Reduction), both available from the start.) A frigate gets a 20% penalty, but needs 3CQ (1 regular and 2 maint.reducers). A Destroyer gets a 30% penalty, and needs 4 CQ (1 normal, 3 special). Etc. Etc. Etc.
This also gives the benefit that ships smaller than the currently largest available get an additional 10% maint. reduction by replacing the regular CQ with a maint. reducing comp.! And there is the added benefit that there is no longer that hump at the L.Cruiser/Cruiser switchover...
Names for maintenance reducers:
- Aux. Bridge ((available with Computers 1 and ShipCon 3) acts as bridge if bridge is destroyed, reduced to 5kt.
- Engineering Department
- Crew Mess
- Officer's Mess
- First Aid Station (available with biology + ship const. )
- Maintenance Access Tube
- Recreation room (available with Psychology + ship const.)
- Small arms locker (available with AdvMilSci + ship const 6.) (grants small Boarding Party defense)
- Automated Repair Drone (available with Repair 3 + ship const. 7)(repairs 1 per turn)
Of coarse, now I have to figure out how all the other ships (Lrg Transport, Starbase, Heavy Carrier, etc.) fit into all this... Any Ideas? Also, if you have any suggestions about crossover maint. reducers, let me know. It is important, however, that we have not many more than 9 components total (a few extra wouldn't hurt, though). I don't want any maintenance free battleships running around!!!
And one other thing for all you modding gurus out there: Will this work? If I've got a ship hull with (for example) an inherant +60% maintenance modifier, will it be cancelled out by 6 components each with a -10% maintenance modifier?
PS. I know there is a modding tool out there, but I can't find it... Any pointers would be appreciated...
[ November 04, 2002, 11:50: Message edited by: dumbluck ]