(Apologies, I got ideas and they kept coming)
Do you want DropShips or their equivalent to pose a threat to WarShips.
More accurately, do you want Mech scale weaponry to pose a threat?
It would be easy to limit WarShips to capital scale only and in so doing, give the weapon separation some have advocated.This would render ASFs useless so you'd then need a new weapon class...the torpedo. A fighter launched heavy missile designed to attack WarShips.
To provide greater differentiation, DropShips or coreless vessels which use capital scale weaponry would be reined in by the need to incorporate a spine or keel to absorb the stresses of firing such massive weapons.
The goal here is to provide differentiation between the different types of craft and greater opportunities for game balance by separating point defence from anti fighter from anti DropShip and antiWarShip, and between military and civilian.
Dropships would definitely pose a threat to Warships twice their own mass. A short-range Dropship designed only for space fighting might be able to threaten more, since it would only have bay masses per crew member rather than Quarters masses, and would be using Warship masses for engines rather than Dropship masses. However, if that Dropship tried to enter atmosphere, it would have a bad time (figure every turn it takes damage to its engines and has to make a piloting roll since it was never designed for atmospheric operations), and then perform a lithobraking maneuver.
BT scale weapons would pose a threat to Warships, it would just require using the larger weapons (PPCs, Gauss Rifles, AC/10, AC/20) to do anything more than tickle. Smaller weapons could take a targeting penalty and get to roll on a critical hits table. This reflects that smaller weapons are being aimed at sensor pods, turret mechanisms, maneuvering jets, airlocks, etc. The targeting penalty means that anyone trying this has to get close or have a really good sensor system, so performing this against a full-strength Warship would require the Warships to either be caught by surprise, or severely distracted.
Capital weapons are already weak on a damage/ton basis compared to standard weapons, with their range being the main advantage they have. I don't want to reduce that further. Standard weapons should have the highest damage per ton, but the smallest overall damage and range. Capital weapons would be the lowest damage per ton and highest range, with high damage per weapon. Sub-Cap would be in-between the two. So you could have a Dropship mounting Capital weapons, but it would do more damage to normal armor if it mounted Sub-Cap or regular weapons.
Two ways to handle this.
Each piece of equipment comes with a minimum crew requirement, which provides for operation and use, and crew is assigned separately
Or
The mass of each piece of equipment includes the mass of any quarters required by the crew needed to maintain and operate it.
I prefer the former...it makes construction more detailed and complex, but also allows for quirks such as not enough crew or too many. A fixed mass of life support consumables per person to represent air, food and water.
What is needed is a "cockpit" or "bridge". Short range shuttles or bombers don't require cabins.
How about the mass of each item includes 'seats' for the people using it, with life support capacity/usage similar to Bays. This covers the minimum crew requirement, and add a note that additional personnel can be carried in Bay Quarters to allow for full utilization (i.e. the Bridge/Control allows for a single 8 hour shift of coverage, but additional Bays allow having additional people to allow for 24/7 coverage). Overall Bay Quarters would allow carrying extra people, at a horrendous usage of life support. Quarters are used if you want longer-range capacity. ASF cockpits would incorporate a little bit of life support as part of their tonnage, and extra cargo capacity could be devoted to additional life support.
So if you just need a 1 day life support capacity for a ground to space shuttle, you can do that. If you just need 2 weeks for a planet to Jump point shuttle, you can do that too. More tonnage per Bay person allows longer before they start taking penalties (i.e. imagine riding cattle car class for 1 hour up to orbit. Now imagine riding cattle car class from the planet to the local Jump point ~10 days away.
A 'Quarters' would provide one person-day of recycling systems. Different levels of Quarters provide fancier systems, more variety in food service, or simply higher luxury. Quarters would be used to keep someone alive on a long-duration mission, or to convert waste from Bay life support into Life Support material (at some loss percentage).
Armour should be heavy. SI likewise.
I could see arguments that WarShips should have their maximum mass increased by 10 or 20 times, but that would require armour and fuel to increase drastically. Probably SI as well.
Space Stations should have no maximum mass, but should be restricted in terms of what they could offer. There would also be gameplay issues if they get big enough
Larger vessels would get fewer free heat sinks, but their armor would be twice as thick as a smaller ship 1/8 the mass, assuming both ships use the same mass fraction and all else is identical. (a ship 8* the mass is 2* as long, wide, and tall meaning it has 4* the surface area).
How about structural SI mass fraction going up at a faster rate than the station mass? I.e. structural SI would be:
1 + [(Space Station Mass)/10000] / 100 as a percent of the station's mass
So a 100 kton station would require 1.1% of the station's Mass for structure
A 1 MTon station would require 2% of the station's Mass for structure
A 10 MTon station would require 11% of the station's Mass for structure
(The above is for concept only, actual numbers can be adjusted. More advanced materials allow a lower mass fraction, but even they will eventually yield to higher mass needs. I.e. Endo-steel structure would be .55%, 1%, and 5.5% for the above stations)
Easy...a spine/keel is needed to absorb the stress or energy of firing. No spine means no ballistic or energy capital weapons.
Probably easier to make bays less efficient as size increases....2 40 point bays mass less than 1 70 point bay.
Capital weapons are still lower in damage/ton than regular weapons, and I'd like to avoid making them worse.
Just assume part of the standard battleground. Specialist ECM systems and drones, decoys, etc could be covered with more advanced rules otherwise just say the existing TN assumes they are present
Better to give them a purpose or get rid of them.
Energy Storage Batteries already have a purpose - to allow ships to recharge at a faster rate over stars with long recharge times. My goal is to link Energy Storage batteries to the size of the ship they can handle. The current model has a 100 kton Battery able to provide power to anything from a Scout to a Leviathan, with no change.
For example, imagine a recharge station that expects 1 MTon of KF-ships arriving per week. So the designer selects a Jumpsail for a 1 MTon vessel, then adjusts the mass of the Jumpsail based on the recharge time of the local star. The onboard Energy Storage Batteries are sized to provide recharging to up to 1 MTon of Jumpships per week.
(1 MTon of KF-ship can mean 1 million tons worth of Jumpships arriving that week, to 500 ktons of Warships all with Li-Fusion batteries arriving per week)
Another station expects 250 kton of KF-ships per week. It would have a sail sized for a 250 kton vessel and adjusted due to the local star, and enough Energy Storage Batteries for 250 kton of vessels.
A third station expects 1 MTon of KF-ships per month, but they all come by at once each month. 1 MTon per month is roughly 250 kton per week, so the designer selects a Jump sail for a 250 kton vessel (adjusted for the local star). However, the designer also installs Energy Storage Batteries for 1 MTon of Jumpships, since it has to provide all of that energy at once.
A fourth station is a paranoid military/recharge station. It expects the same 1 MTon of KF-ships per week, but doesn't want them anywhere nearby. So it buys the Jumpsail for a 1 MTon vessel (adjusted for the star), and instead of Energy Batteries will be installing microwave emitters so it broadcasts the power to the receiving Jumpship.
Not needed for system defence
Was thinking more about restricting their charge time so that they do take a week to recharge.
System defense would allow covering a variety of eras/tech levels. Coreless ships allow for excellent defense in one location, but cannot be safely moved while at war. (You'd have to disassemble the ship, transport the pieces as cargo to the destination, and re-assemble it at the destination. During this entire process the coreless ship is vulnerable.)
Other options for them:
1) Old slowboat ships that were sent out from Terra before KF drives were developed
2) Clever probes that could maintain a separate interior environment for sample processing
3) Battle stations that want more than station-keeping thrust without the Dropship cost multiplier (since they will never land)
As for recharge time, we already have that with the recharge table where if you take less time to recharge, you roll to see if the drive takes damage. That part would be left alone. The goal is to allow for faster recharging over stars with a 300 hour recharge time, not to cut the safe recharge time. Energy Storage Batteries already allow faster safe recharge if they are directly hooked up to the KF core. ESB also allow faster recharging if you are over a 300-hour star, and would prefer to recharge in 175 hours.
For the recharge time of 2 days, what was the likelihood of failure for doing so?
Jumpsail size and mass can be adjusted to provide enough power, though the problem is at 10 AU the amount of power from a star is very low (for Sol, that would be ~15 Watts/m^2). Personally, I'd want the sail to be not just power gathering, but also serving as a heat dissipation system. Improvements in Jumpsail efficiency were in the areas of sturdiness and ease of deployment and retraction. We have to live with the image of Jumpsails soaking up power, so might as well go with something that works.
KF Cores are not the power systems. They are a precisely balanced antenna that when carefully charged allows breaking the laws of physics, plus the insulation and super-cooling systems that keep the antenna from shattering while doing so. The slow charging rates could be due to not wanting your FTL drive to crack and leave you stranded, rather than power demands. (Similar to cooking food via heat, instead of explosives)
Most (99%+) KF-ships use a week to recharge because there is nothing nearby to recharge from, and because it is safer on the drive. Faster charging is taking risks, and BT Mad Max era did not reward taking excess risks with your only source of FTL transportation.
(Oof, longer than i expected. Good thoughts though)