Da Boss said:Thanks Rambler very useful post
6-8" maximum range seems fair for fighter weapons
As I mentioned drop energy drain from plasmas for ease.
I would be tempted to merge all the stuff about Balconies / launch tubes with Quick Launch Trait?
Why would the Carrier trait never be lost? I can see a Crippled ship loosing it etc? I would keep it as a normal trait.
Da Boss said:Not sure you need both Carrier and Deck Crews - and if you ships is crippled the whole thing is likely falling aaprt and good chance the whole flight deck is trashed - the odd trait loss from criticals also seems logical enough.
Because the Ability to land all those shuttles is not the isssue, fighters can land in burned out shuttle bays just fine. It is the Lost of Specally Trained Crews (Deck Crews) and Equipment (Ready Racks) that actually reduce the carriers ability to function. The Fact that a Single Lucky Critical hit could eleminate a Heavy Carriers entire Fighter Compliment is way out of whack with the way the function.
Da Boss said:Reload as outlined by Rambler makes sense.

Da Boss said:I'd Drop Deck Crews - How is SFB does people on another ship help reload the fighetrs on another ship? What am I missing ?
Because Escort Ships had the thier own Deck Crews and Ready Racks bult in to them to service Fighters from the Main Carrier. They Had no Fighters Assitgned to them they just had the ability to help reload and repair Fighters since a Carrier could not land all its fighters in a given turn.
A Strike Carrier could Land 8 Fighters in a turn the other 4 fighters were SOL and had to wait. By adding Deck Crews to the 3 Escort Vessel you could land those 4 craft on a escort and it would repair and rearm them. Normal War Ships lacked these Specially trained crews and so though they could land and even repair a Fighter reloading one was a slow and difficult process with out the Fighter Ready Racks.