Andros as Monsters

(Repair)
(Hangars)
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* +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.
 
* +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.
 +
 +
  
 
==== Hangars ====
 
==== Hangars ====
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ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.
 
ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.
 
  
 
==== Decoy SSU ====
 
==== Decoy SSU ====

Revision as of 02:04, 5 May 2011

Contents

Andros as Monsters

The idea is to implement random encounters with some early basic Andro ships. Nothing fancy: just use the more basic ships of each hull class and add them to the Monsters race.


Andro conversion rules

PA Panels

PA Panels don't exist in SFC-OP. We're going to give the ships equivalent equipment based on their effects: shields, toughness and power to the ship.

  • Shields
    • PA panels are split into 2 hemispheres: front half and rear half.
    • count the facing's PA panel.
    • multiply by 3.5
    • apply the result to each shield part of that hemisphere's facing.
      • ie: 10 forward PA's = 35 shields for numbers 6, 1 and 2
  • Labs
    • Labs enhance and determine shield regeneration in SFC-OP
    • count total of PA panels
    • multiply by 5/4 (or 1.25), round up.
    • Add as labs in addition to any existing labs
      • ie: the Intruder starts with 6 labs and 14 PA Panels.
        • 6 + (round_up(14 * 1.25)) = 6 + 18 = 24 labs
  • APRs
    • count total of PA panels
    • divide by 4, drop all fractions
    • add as APRs in addition to any existing APRs
      • ie: the Intruder starts with 4 APR and 14 PA panels
        • 4 + floor(14 * 0.25) = 4 + 3 = 7 APRs
  • No Hit&Runs possible
    • Set the SpecialRole in the shiplist to 'NT'. This prevents any transporter activity against the Andro


Batteries

  • Add batteries multiplied by 5. Increase the BPV by 2 per Andro battery (or per 5 added batteries).
    • that's 0.5 BPV per extra hit the ship can take.


Displacement Device

The DisDev in SFB basically moves ships around like a big ass offensive transporter. It can also move friendly units around. We're simulating the DisDev by making the Andro ship more maneuverable.

  • +1 HET bonus per DisDev
  • +2 acceleration (12 instead of 10) if any DisDev are on the Andro ship



Tractor Repulsors

The TRBL and TRBH *do* exist in SFC-OP. Use it.

Additionally..

  • +1 tractor per TRBL or TRBH.
  • Add +1.5 BPV per tractor added.


Repair

  • +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.


Hangars

Hangars will be empty till the MWPs (fighter-like!) are available.

  • MWPs appear in Y175
  • They will be housed in the MotherShip hangars instead of SatShips
  • The number of hangars and their size will determine their count.
    • as per SFB: each MWP group has up to 18 units
    • MWPs take 1/4 hangar space
    • we're applying the SFB->SFC 2/3 rule
    • the Devestator will have 2 groups
  • the ship will have deck crews to the same count of MWPs before the 2/3 rule was applied.
    • this is for fighter regen
  • MTPs (2 TRBLs) will take up to 1/3 of the MWPs in a group, drop the fractions.
    • MTP TRBL arc increased from FA to FH due to AI limitations
    • TRBL have 2 shots
  • ECM/ECCM bumped by 1. (they are supposed to be PFs, initially)

ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.

Decoy SSU

Acts like a Wild Weasel. Appears in Y186.

  • Added a shuttle to Andro ship. Just 1.
  • This shuttle will very very very likely be used as a WW by the AI. ;)

Enhanced shiplist: Role

  • role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission.
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