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Post by Zion Morviael [RETIRED] on Feb 4, 2020 2:18:26 GMT -8
I'd think for a point trade system to be worthwhile, that for an extra starfighter to be worth 1 fleet point or a half fleet point kind of runs a little counter intuitive to this system. For example, most carrier ships in the lower end class sizes carry at least double or triple the amount of ships for the size range they sit in. Meaning that if someone wanted to have a Valor-Class Cruiser (which can carry 150 starfighters in total), they'd need to spend 90 of their fleet points on additional starfighters on top of the 16 points for the Valor itself, which is almost half of your fleet allocation. If you wanted a Chiss Dominion Carrier (capable of carrying 240 starfighters) , you're looking at 32 points for the ship and then 168 to fill it.
Admittedly, these ships fall into a small group of ships that actually have large starfighter capacities, but they still pale in comparison to the Lucrehulk which can hold 1,500 starfighters, but has no ability to trade in points. With that in mind, A couple options to consider: 1. 1 Fleet point could grant you an additional 6 or 12 starfighters per point used. (eg: Cruiser class would go from 60 max to 66 or 72 depending upon conversion rates, by spending 1 fleet point) 2. You can trade 1 Fleet Point to double the Class Limit of your ship. (eg: Cruiser class would go from 60 max to 120 max by spending 1 fleet point, then 180 by spending 2 fleet points) 3. You can trade 1 Fleet Point to gain half as many starfighters as the Class Limit of your ship. (eg: Cruiser class would from from 60 max to 90 max by spending 1 fleet point. then 120 by spending 2 fleet points)
Just some ideas I had been tossing around.
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Luxeria
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Post by Luxeria on Feb 8, 2020 11:37:49 GMT -8
So first, I’d like to get solid numbers on the cap limit. My suggestion had it span 3 squads starting from the MAD system cap. So far Zion seems to go with the highest number. Any other thoughts? Next, we have the points spent for fighters afterward. So we have a standard, anything past the cap limit returns to the 1 point per starfighter. Zion has had a few suggestions as well. I can get behind option number one, Zion Morviael [RETIRED]. Using a fleet point to gain half a squad or a full squad. The others options seem to be a little off balance. Definitely feel a point for doubling the cap or even getting a bump of half the cap is a bit much. I’ve also gotten a suggestion from another suggesting the idea that instead of using the fleet points towards starfighters, you spend half of a ship’s point value to double the complement. For example you spend 32 points for a Star Frigate that has a cap of 72 starfighters. By adding half the cost of the Star Frigate (16) and adding it to the cost (48) you now double the cap limit to 144 starfighters.
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Luxeria
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Post by Luxeria on Feb 8, 2020 11:56:16 GMT -8
I feel as if we should keep the cap on the lower end. That way it is easier to gauge if it works or not and if we need to raise the bar. After all, it is easier to increase the limit than it is to drop it.
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Post by Zion Morviael [RETIRED] on Feb 8, 2020 19:40:23 GMT -8
My concern with spending half a ships value to double it's capacity, is how would we deal with faction fleet ships? Given that 1 faction fleet point is equivalent to 256 points based on the Heavy SD range, you'd be spending half your personal fleet allotment to double a Heavy SD's capacity, and at the Light Star Cruiser level you're spending your whole personal fleet allowance to double it's capacity. After that point, you cease being able to have starfighter complements beyond the limits, since you can't use someone else's fleet points to double a Star Cruiser and beyond.
I'd be more in favour of 1 fleet point equaling 1 starfighter squadron of an increase, since in some cases, you might not need to double your class limit and end up having to lose an entire cruiser just to gain the squadron or two extra that your star frigate supports.
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Post by Nicademus Delvardus IV on Feb 22, 2020 7:09:00 GMT -8
I am feeling that I may be in a camp that is against of using more points to expand starfighter range. Reading what you have said, from the two of you, is sort of complicating my mind a tad. I feel it should be simpler such as if a ship is labeled as a carrier, it should have the greater range of starfighter capacity. But that's just me. The system is meant to be as a clean and simple as possible after all. To add these new point suggestions would likely require going through all the submissions again as people may wanna change stuff that is submitted.
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Post by Zion Morviael [RETIRED] on Feb 22, 2020 21:55:25 GMT -8
So, every ship has the cap as the class size, but if it gets listed as a Carrier in it's role/class, then its upper limit is what ever the submission says?
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Post by Nicademus Delvardus IV on Feb 23, 2020 14:33:15 GMT -8
Hmmm... I guess add a limit if a carrier is the role/class, but that would just add more numbers. Forget that idea then.
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Viox Savage
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Post by Viox Savage on Feb 23, 2020 16:33:48 GMT -8
Support: 4 Corvette: 12 Frigate: 24-48 Cruiser: 36-60 Star Frigate: 48-72 Light Star Destroyer: 60-84 Star Destroyer: 72-96 Heavy Star Destroyer: 96-120 Light Star Cruiser: 108-132 Star Cruiser: 120-144 Heavy Star Cruiser: 132-156 Star Dreadnaught: 144-168 Star Battleship: 156-180 After reaching that cap, fleet points are required to use any more fighters their ships could carry. Out of the entire discussion, I believe this was the best possible form of compromise without complicating the system any. Or at least it seems to be the best way.
And in turn, when you use a fleet point to add extra starfighters, I believe the more popular suggestion was 1 point equals a squadron of starfighters? In terms of simplicity, organization and remaining flexible in how this is done, this seems to be the best option that has been discussed so far. Honestly, rather than drag this out for x amount of months longer, I believe that unless a simpler more straightforward suggestion comes to life, we put this to a vote or, as an added bonus, utilize the site's polls and poll the community on what they prefer and why. Either way, this seems to be the fairest and simplest way to go about increasing fighter caps without opening the system up to abuse.
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Deleted
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Post by Deleted on Feb 23, 2020 18:36:57 GMT -8
I am in complete agreement with Viox on this. To me this seems like a good compromise as well as the fact that its easy to understand, because it's simple.
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Post by The Admiralty OOC on Feb 24, 2020 1:52:01 GMT -8
Ok, so it seems I have been in the dark on an issue that was resolved while my net connection was down in the spring of 19. Z was kind enough to point out that we did manage to resolve the issue about how many fighters per point of special gear for the MAD system. I was mistakenly thinking that we had to still solve that issue as well, so I was rather confused by several of the comments & suggestions in Lux's system. That confusion was the source of most of my objections. I have reviewed that discussion & agre with it (Baring the fact that Support & Corvette classes still don't have an actual count beyond saying they can have racks).
Eating crow out of the way. I find myself agreeing with Lux's numbers. Though perhaps instead of giving a range, we can agree to go one-to-one with the MAD system for how many fighters a ship can carry per point? So:
edit: will be rereading the entirety of this thread to see if everything makes more sense with the new knowledge I have. If something still looks fishy in that suggestion, people point it out (It might be do on ongoing confusion).
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