I was thinking about how the campaign suffers from fighter and frigate spam problems, and this module seemed like the ideal solution:
[code][config]
unlockcost = 5000
lockable = 1
classname = “SIM_ArmourModule”
category = “DEFENSES”
size = “CRUISER”
name = “cruiser_armour a”
guiname = “Cruiser Adaptive Armour”
description = “Why bother covering every inch, when you can just shift the armor around to where it’s needed? The process can get a bit management-intensive though.”
weight = 150
hitpoints = 0
maxdamageabsorbable = 210
cost = 300
icon = module_armour_v7.dds
crew_required = 70
powerconsumed = 10
slot_type = STANDARD
stack_effectiveness = 0.85
uisortpos = 2061
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = maxdamageabsorbable,DECIMAL
4 = powerconsumed,DECIMAL
5 = crew_required,INTEGER
[/code]
Why? The idea is that this module allows cruisers to fend off mass fighters and frigates while still having enough resources left to battle long-ranged fleets. The stacking penalty and resource requirements mean it can’t be used for universal armor tanks - and as an added benefit, the crew requirements could return available crew to being an actual limiting factor, rather than a number that you see skyrocket.
Thoughts? Is the stacking penalty too harsh? Is the cost right? Is this perhaps too effective at shutting down frigate strategies?