At which point I can offer a solution that would work....if you're making a starship you shouldn't have to think about real life power expenditure and such.
I'm not scared of "ONE guy who likes to puts lots of missiles on his ships," I'm scared of the fact that one guy, in particular, appears to believe that the ships and technology he designs are the equivalent of modern military seafaring vessels competing against the World War-II era ships and technology everyone else uses. I'm afraid of the implications that this mentality of one-upmanship, that this mindset of "I always having to perfect and one step ahead of everyone else, and to hell with anyone who says otherwise!" has - and I'm afraid of the chaos and unnecessary work that these metagaming views would cause should they be allowed to persist. I'm afraid of the "modernization process" that literally everyone else will have to suffer through because of one guy's deliberate and repeated efforts to introduce overpowered ships and technology into the settting.
If you mean you could help the submitter come up with a way to get the ship to work, I don't doubt that you can, but it also adds lots of difficulty to the process, and stress, and puts not only an obstacle for the submissions, but the NTSE would have to learn too. It'd just be too much hassle.At which point I can offer a solution that would work.
EDIT: Number systems will always be broken by something.
I wouldn't say they can skip it entirely, but the numbers could possibly be made more vague or forgiving. But skipping it is a problem unless a submission is plot specific. Because even if they don't want PvP when they make it, someone else can still use said item if it's not locked to a plot.If you make it a guideline, submitters who want numbers -- and likely assured approval -- can use it. Those who don't want numbers, and also don't want to engage in PvP or factional combat, can skip it.
Seems reasonable.
If you see a problem then just point it out. Like for instance what you just listed, actually the system -does- allow that. Because if they were in in a cargo hold, they're either going into torpedo tubes, which have unlimited ammo, or have to be moved from the ship to a fixture point. And the ammo for 'self fired missiles' is not based on how many you have, but how many can be used without a significant reload time. And being in a cargo hold would mean a significant reload time, so what would be counted would be how many missiles you can have mounted at once.The reason no one can tell you how to loosen it up is because numbers don't loosen. They simply are. A number will always have its own value. This system doesn't account for design or purpose or any modification. An empty cargo ship could hold tens of thousands of missiles but for some dumb ass reason nobody can do that because we're letting OOC stuff affect the IC aspect of the story
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