In relation to the change of boat bays and flight crew quarters... are there any plans to expand on the whole hangar ship mechanics in the game?
I mean, different modules for launch and/or recovery of craft and maintenance and storage of internal craft and a way to separate capacity from maximum size of crafts.
I think this would be a good addition to the current rule set. Sure... you can role-play this aspect if you like, but that is not the same thing.
Interesting suggestion. I can imagine 3 types of components that could be involved here:
Launch bay - Limits the Maximum size of craft you can launch and recover as well as frequency, designed component.
techs similar to missile launchers specify launch cycle time scaling with ship sizeComponent mass is X% of maximum ship * amount of ships that can be launched per cycle.
Not required ( for example for ambulance/recovery type craft ) but without it each craft will take 1 hour to launch.
Example: A launch bay for 200 ton fighter with 67% efficiency may be 300 ton per fighter for a total of 900 ton to launch/recover 3 fighters each cycle.
Maintenance hangar - Limits size capacity and frequency of refueling, repairing and rearming of crafts, designed component. Has a maximum size similar to Launch bays and throughput limits on how many ships can be refueled, repaired and rearmed at the same time.
Mechanic change - Refueling now takes time ( scaling with total mass of ship and % of mass that is dedicated to fuel-tanks ).
Storage hangar - Plain hangars that allow storage of combat ready craft up to 100% of it's mass capacity in tons, or disassembled craft up to 200% of it's mass capacity in tons ( for transit only, not possible to operate in combat )
Mechanic change: Storage hangars don't add any mass until they are loaded with crafts. ( Included if fuel also dynamically change mass of ship )