paulwheeler wrote:The problem with this idea is the way the game handles cargo when it spawns ai ships.. If cargo space is short, the game tends not to spawn weapons before anything else, even if there is still room. For some reason the game tends to want to keep a percentage of the cargo hold free. This is the reason why in vanilla you never see a fully stocked Tyr - its cargo is too small and I increased it in the srm to fix this. I think that if I did this, you'd have a lot of unarmed ai perseuses flying into battle.
Uh, ok... if that can't be fixed my idea can't be implemented.
Besides, I think that at the start of the game when a player only has a fighter, they want to be able to survive a fight and trade. Severely limiting cargo means you can only do one or the other.
Well, the point being you can't trade with a fully equipped fighter. A trader would sell a fighter to buy a freighter, and if you really want to trade in fighter drop the military equipment. I don't see many people use F-14's for box moving. Well, if you completely remove all the military stuff, guns & EW, and use missile bays for small containers, maybe you can use it to deliver goods - very fast. Still a hell of an expensive way to deliver goods.
The SSRP is going to be fully merged into the XRM. I may look at its harshness, although I'm not going to allow jumpdrives back onto fighters.
Then, I don't understand. Really, I'm lost.
If you don't allow jumpdrives on fighters, then you're limiting their trading capabilities even more than with my idea. There's no point talking about 'using a fighter for trading'. A fighter becomes useless for trading. If you own a JD a jumpless fighter becomes the slowest ship in the galaxy, for trading. In TC most trading routes are 3-4 sector long (minimum), a Mercury would cost much less than an M3 and is JD-compatible.
It seems to me that "I want people to be able to trade with a fighter" and "I'm not going to to allow jumpdrives back onto fighters" are kind of mutually exclusive.
Not to mention that putting high-end guns in the XL/XXL range already limited the effectiveness of fighters as traders. I thought that's part of SRM rationale. And I totally agree on that, it made no sense to me to put a CAG (an advanced commercial pilot) on a fighter, yet in vanilla some fighters make very good high end weapon sellers.
Well maybe it's just me, but in my style of playing I do jump a lot in a fighter, even if most of the times in the same sector... it's useful tactics, w/o an area weapon it's possibily the best way to get rid of a cluster - break it up, kill as many as you can, when your shields drop jump to a gate in the same sector, wait for the scouts to reach you, kill as many as you can, jump to another gate if necessary, rinse and repeat.
There are a lot of
tactical uses for a JD in a fighter... maybe not in your style of game, but surely in mine. The problem isn't the JD, what's wrong (IMHO) is the ability to jump from Argon Prime to Getsu Fune in one jump, no refuelling necessary. A fighter is a short range ship, long range jumps should be prevented.
Ideally, there should be a JD Mk1 for small ships, with a limited range (say, 4 sectors), and a JD Mk2 for big ships with unlimited range. But I think jumping is hardcoded in the engine and can't be limited in MODs.