Nerhesi said:phavoc said:Hangars DO offer more space, more depth, more width.. .yet they are PENALIZED for it.
I think this is key right here. Yes you are penalized in combat for having a lovely space that you can conduct repairs and walk around in.
I think all your flat-top real world example isnt' taking into account a carrier that is evading fire.
But you know what, lets approach this with a fresh start.
Forget tubes - completely.
a) Having docking spaces be the piss-poor parking lots that they are. Also make sure they are the no-combat launch, takes 2 space combat turns to launch the craft. Repairs to craft are at a -4 due to cramped area.
b) Have hangers remain as is for size and cost, and launch craft in 1-turn. No penalty for combat launches. No penalty to repairing as you have all the space you need. Hangar space can be combined to create a larger hanger with a shared "launching area".
c) Ensure recovery deck is a quicker method of recovery craft. So multiple craft in 1-turn.
Rather than try to create the tube for some added functionality, treat it as an abstraction of this "full hangar" which is twice the size of a craft. On craft floorplans, you can choose to arrange the 2xcraft space worth of "full hangars" in whatever way you want. It can be 20 hangars with a long tube... or it can be 20 hangars arranged near the hull exterior for quick blister like launch.
That would make a launch tube far more reasonable for the tonnage.