Exhack
Inactive Member
There's been a formal disconnect between reality and the design of capital ships for some time on SARP, and I'd like to rectify this by just tweaking the rules for their deployment a little. In fluff, ships are described as having up to a meter of armor, kilometers of hardened substructure components and redundant reactors, engines and life support systems. Many of them feature workshops and fabrication bays that make them nearly completely self-sufficient, and the numbers universally describe them as being expensive symbols of national pride.
So why do they suck?
The answer can be largely derived from the way we represent the SP values of starships on the site. For every 10 SP a ship has, its size is doubled, with certain egregious exceptions on the part of certain authors. This has had the result of placing implicit diminishing returns, which is further compounded by the fact that all ship classes are overarmed and underarmored. Because of that, it's generally more practical to just keep to smaller classes since the investment of a larger ship will always be wasted.
But this makes very little sense, as pointed out before, since the setting fluff describes these larger capital ships as being more heavily constructed than smaller vessels. Why should they be weaker, pound per pound, than a smaller ship? Well, it certainly makes a degree of sense in the scope of SARP's own preference for smaller vessels, it doesn't make a lot of sense.
As an alternative to keeping on the same trends with larger classes and making the same mistakes, I propose that beyond 30 SP, the SP of a ship is doubled every time the size is doubled. This is to represent the vastly increased mass of those vessels, but not without cost.
All ships with an SP of 60 would logically cost twice as much capital ship limit as those with 30, and ships with 90 SP would cost three times as much! This is to reinforce the notion of supermassive vessels being large investments without making them complete wastes of resources. It also allows a fleet to flesh itself out with 'hero units', and since most of the old 'big ship' classes are being phased out, the small core of large vessels will become a fairly important strategic asset in battles.
So why do they suck?
The answer can be largely derived from the way we represent the SP values of starships on the site. For every 10 SP a ship has, its size is doubled, with certain egregious exceptions on the part of certain authors. This has had the result of placing implicit diminishing returns, which is further compounded by the fact that all ship classes are overarmed and underarmored. Because of that, it's generally more practical to just keep to smaller classes since the investment of a larger ship will always be wasted.
But this makes very little sense, as pointed out before, since the setting fluff describes these larger capital ships as being more heavily constructed than smaller vessels. Why should they be weaker, pound per pound, than a smaller ship? Well, it certainly makes a degree of sense in the scope of SARP's own preference for smaller vessels, it doesn't make a lot of sense.
As an alternative to keeping on the same trends with larger classes and making the same mistakes, I propose that beyond 30 SP, the SP of a ship is doubled every time the size is doubled. This is to represent the vastly increased mass of those vessels, but not without cost.
All ships with an SP of 60 would logically cost twice as much capital ship limit as those with 30, and ships with 90 SP would cost three times as much! This is to reinforce the notion of supermassive vessels being large investments without making them complete wastes of resources. It also allows a fleet to flesh itself out with 'hero units', and since most of the old 'big ship' classes are being phased out, the small core of large vessels will become a fairly important strategic asset in battles.