Modders\' opinions
I'm working on a mod that, among other things, makes crew an intrinsic part of ship design. The bridge and Aux Con will be replaced by Captain's and Executive Officer's quarters, and the generic "crew quarters" will be replaced by specific quarters. For exampe, the base to-hit is brought down to 90%, but adding "Gunner's Quarters" brings it back up to 100% (And of course, you won't need gunners on non-combat vessels). I'm kind of stumped on engineer's quarters, though. I thought at first I'd have them repair one component per turn, but I ruled that out for several reasons. What do you modders think about giving them a tonnage/integrity ratio higher than armor, say 1:5 to reflect the fact that they are preventing/repairing damage. The offset to this would be, of course, that it won't be armor (hit first), so it MAY prevent the damage, but not necassarily WILL? Any opinions on this, or ideas for other types of crew?
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Two wrongs don't make a right, but three rights do make a left
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A lot of the stuff in the text is redundant 'cause it says the same thing over and over...
-Quote from an Army instructor ending the Ongoing Military Intelligence Global Oxymoron Debate (OMIGOD)
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