(05-25-2019, 11:51 AM)Titan* Wrote: there should be shield modules and infocards etc available in the game files if xalrok or durandal didnt remove them
Those are still there, you can view em in FLStat with "Show Blank Items" turned on.
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The main issue I imagine with removing the regular armor upgrade and increasing ship hulls by 2.5x and changing nanobots to 1500 as well to compensate is that would be a direct buff to capital classes that use CAUs and would benefit from the increased repair rate of nanobots.
It'd basically cause a cascade of different changes needed to accommodate the fighter armor upgrade change. Then there is the question of ships that have the option of using a regular armor upgrade OR sacrificing cargo to use stronger armor upgrades.
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I was under the impression (from what I'd been told) that the problem with shield modules was that FL was wonky with multiple shield modules and you'd end up with just the shield capacity / regen of the booster rather than the base shield with the added booster amounts. If that isn't the case then shield modules definitely would be an interesting option.
I think armor upgrades deserve a better fate than being actually removed(added to all ships automatically). How about to make them take cargo space by percentage:
= Light Armor Upgrade (2x hull, takes 25% of hold) - okay on all ships, except transports
= Medium Armor Upgrade (3x hull, takes 50% of hold) - good for warships
= Heavy Armor Upgrade (4x hull, takes 75% of hold) - it's time to consider if you really want to buy it.
What about implementation, I can’t think of anything better than adding cargo items to ship cargo hold with FLHook. They should be called "Armor Upgrade" and be impossible to sell and to drop. Must be added right after purchasing armor upgrade.
The problem with that idea, setting aside the difficulties of implementing percentage-based cargo, is pretty simple: combat ships have no use for cargo space outside of weird rare circumstances. What you think is a tradeoff... really isn't. Except for transports, which get completely shafted in that system entirely, and the last thing they need is to be more defenseless.
Yeah, the problem is that none ship except transports has use of free cargo space(surveying with modules is only thing that creates trouble with cargo space, but who ever is interested in fresh coordinates?)
Disco needs more ways to make use of hold space or armor upgrades will die.
(05-27-2019, 11:35 AM)Thexare Wrote: combat ships have no use for cargo space outside of weird rare circumstances.
That could be fixed by tying ammo limits to cargo space instead of having a hard limit set. Cargo space used for armor is space you can't use for missiles or torpedoes.
(05-27-2019, 12:59 PM)-Rax- Wrote: Step 6 : Fix bomber class and put more versatility into it
Oh trust me dogg you do NOT want to see my ideas for bombers. Pretty sure they'd make you so angry you'd stroke out and I'd be held culpable for manslaughter