Bruskie wrote:Somewhere in this thread I saw some mention of 0.5 hanger CVs - which would be kind of neat (or I'm remembering a different thread completely), but I'll address the question raised by SCS.
While you are correct in saying the losses would equate to 150 instead of 200 credits you did not factor in the fact that total fleet size has now increased by 25% (10 FTs + 10 CV to carry) for a 25% decrease in losses (you had said 75% fewer losses but I expect this was simply poorly worded and you meant your losses were reduced to 75% or 'original').
You have now netted out at +5 CVs, this is correct, but in order to continue to gain the loss decrease you need to not only produce, but also collect, FTs from your bases. I believe this will mitigate most of the concern that you are raising of people getting hit too often at the start of a server to grow/play/learn.
Yes i did mean only 75% as much fleet lost compared to the norm...... Ive worded that badly again T_T
.... well yes you know what i mean.
At the start of the server everyone has fighters on their bases anyway to protect their trades and bases from CV hits so making extra fighters is not much of an issue.
I know that you still have to refill your hanger as you always would but well, look at this little scenario.
You have 50cv carrying 50fighters. You see 2 bases in the same system, both profitable but both with say... missile defense.
Normally you would hit with your 50cv on one of the bases, lose 25 of the CV and not be able to hit the second base.
With the New CV you can hit the first base, lose 12 CV and 25 fighters (losing only 365 compared to 500) and then still have 38cv and 25ft left to hit the second base again for a 12cv loss and 25ft loss. leaving you with 26cv and another 365 loss.
So assuming you are getting a 1k pillage.
Vanilla CVs give 1k profit for 500loss = 2:1 profit
New CVs give 2k profit for 730loss = 3:1 profit
Not only are you making an entire factor more in profit, but you have 1CV extra left over (which sounds like nothing but can add up at the start of the server) your fleet can be put back into fighting shape faster than normal CV (just add FT and they are ready for one more hit. In the scenario given if there were 3 bases all the same in that system the CV/FT could maybe hit all 3 while naked cv could only hit the first).
Now normally a new player would be safe if he put 2 levels of missile on his bases (500loss for 1 missile, 2 missile = 1k loss negating the profit from the hit) but when the loss would only be 730 for a 1k pillage then they would still be profitable unless they put a 3rd level of defenses up. Making less experienced players have to turtle more at the start of the server and further increasing the gap between the fleet rushing pro's and the defensive "noobs".
Now i dont think this is a point that will sink the entire thread but it does seem to be an issue that no one has really brought up. Perhaps at the same time there could be changes made to some of the most basic defenses?
Most players skip barracks and laser turrets because they are completely ineffective compared to Missile turrets. If laser turrets could be given a small boost in damage (just to reset it so CV/FTv LT = same loss as vanilla CV v LT) that would probably negate the change at the start of the server and like the point of the thread, also add a use for a practically unused structure (like previous points about OS and scouts, Barracks are still made for the lulz, there is no love for the laser turret).