merged threads, this post is by silo.
I just want to put down some points that came up, and use this thread to further discuss new rules:
1.) 1/10 of cost upkeep per week for ships and troops vs no ukeep system
2.) Implement Sidmen's hull integrity system (with some changes imo).
A ship can't have under 1 hull integrity. the hull integrity value indicates the strength of the hull of a ship.Spoiler Alert, click show to read:
From then on a ships description should state:
Crew: crew and marines
3.) Stealth System
Variant A: A stealth system enables a ship to move without being spotted by enemy craft. However while stealthed the ship may not fire or launch fighters.
Cost: 5/m for ships 0-500m (integrity loss 1/3m)
10/m for ships 501-10,000m (integrity loss 1/m)
15/m for ships 10,001m + (integrity loss 2/m)
Stealth can be countered by sensors which come in three versions:
small sensors for 0-500m ships: kinetic range, 100 integrity loss, 5000 credits
medium sensors for 501-10,000m ships: pulse range, 400 integrity loss, 10.000 credits
ultimate sensors for 10,001+m ships: beam range, 2000 integrity loss, 20.000 credits
Variant B:Firstly there are small cloaking devices that are able to cloak small ships:
5c/m; integrity loss 1m; can only be installed on ships of up to 300m
Secondly there are cloaking field generators that can create a cloaking field of kinetic weapons range. They will cloak any ship inside this field, but due to the high energy consume the cloaking ship has to stay immobile (an optional idea is that the cloaking ship will have to recharge batteries from time to time and deactivate the field). Those generators would to some extent be like gravity well generators: expensive, huge, and powerful. (2000 integrity loss; 20.000 credits)
If we use this model there would be no dedicated detection devices, but cloaked ships would be detected automatically somewhere around pulse range
Note that these are just proposals.
I will update this post with everything new that comes up and note if we agree on something.