Today's post is brought to you by the magical power of Fruit Loops!
Seriously, yay for breakfast. It's been years since I had mornings available to actually eat.
I'm sitting down right now and going through all of the existing ship stats and balancing the whole lot. I know that the shipyard is not complete, but for at least the NDC I've created several light, medium, and heavy ships, including certain "keystone" vessels that are meant to work as milestones as you climb the hull-size chart. For instance, the Monolith is about as typical as a medium cruiser goes. The Ares is your average frigate type, and the Alexander is the largest playable ship. This is ideal because it gives me a chance to assign each hull type some basic template values for defensive and offensive purposes, so that I have at least one ship that's 5% strong, one that's 50%, and one that's 100%, in comparison to other vessels. I'm basing almost everything off of the potential damage-per-second (DPS) of each ship with its default weapon loadout, meaning that I'm also tweaking the weapon values a little bit. Basically, if I know that the lighter of two cruisers should finish off the other vessel in twenty seconds of continuous fire, and the heavier ship should do it in fifteen, I can balance one against the other using default weapon values. Using this system, if two Electromags causing 5 hull damage are the default weapons of both ships, and this results in two shots per second (30 frame reload delay), then the smaller ship should have at least an armor value of 150, while the larger should be 200. This would result in very simple, basic, limited-hitpoint ships. Where the strategy comes in is when I apply the unique shield systems of the Delphi universe, where a shield isn't just a big recharging armor tank, but rather more of a damage threshold. If I give each ship a shield that recharges instantly between shots and is 10 points strong, theoretically neither vessel can actually harm the other one's armor. If I make one ship have a shield rating of 8, then a couple points of damage should bleed through on each successful bombardment. The shields do not recharge instantly though, so there is a sort of balance struck between using it as a damage sponge versus a damping effect on weapons. Rather, a shield takes at least a few seconds to recharge, usually just slightly slower than most singular weapons' reload times, meaning that enough concentrated fire with even a weak weapon can penetrate and hit the hull. This is the method by which fighters can still rip a larger ship to pieces: fighters all carry forward-turreted weapons, but in small groups, or by themselves, they cannot breach the enemy's shield. If you get just a large enough number, though, their excellent accuracy and swarm mentality can quickly overwhelm a large ship's shield reload capabilities. Combine this with strategically peppered capital ship fire from the carrier that berthed them, and you have a force to be reckoned with.
In short, Qaanol will have his work cut out for him.