so i went through and did what talked about in the story thread..
the weapons mounts have been consolidated. the naval AC's are now multigun mounts fore aft, and broadsides, with an extra pair of guns added. the naval lasers have been standardized on one type to simplify logistics, and their numbers increased to boost the firepower. the capital missiles have been consolidated the same way as the Naval AC's, though no additional tubes have been added. all of them have had their ammunition supplies increased as well.
point defense has been expanded as well.. while the LPL's have been retained, their numbers have been increased to quadmounts in every arc (including the broadsides), which makes it a lot nastier against fighters that get that close. and the pointless machineguns mounts have been removed in favor of increasing the AMS mounts to quadmounts on all six main arcs, with a lot more ammo. while not really enough to stop large numbers of capital missiles, it is going to really degrade any LRM or SRM volleys directed its way, and should stop most Alamo strikes. and the capital weapons mounts can take advantage of bracketing so that will boost the anti-fighter defense as well, when the ship isn't dealing with dropships and other warships.
in addition to the weaposn changes, the speed has been reduced (as suggested by the advisor, given its main focus is to be an armed transport), and per my own suggestion the number of fighter bays have been increased, allowing it to carry a full fighter group of 18. not only does this give it more ability to escort transports, but it also lets it do that while retaining a useful strike ability. the small craft bays have also been increased to 4, mainly to give some additional personnel transfer capacity and support craft redundancy.
to deal with the weapons changes the heat sink (and power grid) systems have been expanded, and the crew quarter have been expanded, not only to account for the larger crew required for the additional weapons, but also to give all bay personnel second class accommodations (a major step up from the bunks built into the fighter and smallcraft bays.) (it also has a few spare bunks despite me not listing passengers.. i just like round numbers and having a few extra seemed logical)
and i still managed to increase the cargo capacity by 4,354 tons, as well as mount additional bay doors, giving that much extra space to schlep supplies for the RCT and onboard craft.
Fox Corvette (3050 Improved)
Mass: 240,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3057
Mass: 240,000
Battle Value: 41,138
Tech Rating/Availability: E/X-X-E-F
Cost: 19,385,883,360 C-bills
Fuel: 5,920 tons (29,600)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 400 (800)
Structural Integrity: 90
Armor
Nose: 70
Fore Sides: 67/67
Aft Sides: 64/54
Aft: 54
Cargo
Bay 1: Small Craft (4) 2 Doors
Bay 2: Fighter (18) 6 Doors
Bay 3: Cargo (19464.0 tons) 1 Door
Ammunition:
200 rounds of NAC/10 ammunition (40 tons),
576 rounds of Anti-Missile System [IS] ammunition (48 tons),
80 rounds of Barracuda ammunition (2,400 tons)
Dropship Capacity: 5
Grav Decks: 1 (112 m)
Escape Pods: 0
Life Boats: 12
Crew: 24 officers, 69 enlisted/non-rated, 42 gunners, 56 bay personnel
Notes: Equipped with
lithium-fusion battery system
395 tons of improved ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (124 Heat)
2 Naval Autocannon (NAC/10) 60 20(200) 20(200) 20(200) 0(0) Capital AC
NAC/10 Ammo (40 shots)
2 Capital Missile Launcher (Barracuda) 20 4(40) 4(40) 4(40) 4(40) Capital Missile
Barracuda Ammo (20 shots)
4 Large Pulse Laser 40 4(36) 4(36) 0(0) 0(0) Pulse Laser
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (96 shots)
FRS/FLS (324 Heat)
4 Naval Laser 45 280 18(180) 18(180) 18(180) 18(180) Capital Laser
4 Large Pulse Laser 40 4(36) 4(36) 0(0) 0(0) Pulse Laser
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (96 shots)
RBS/LBS (180 Heat)
4 Naval Autocannon (NAC/10) 120 40(400) 40(400) 40(400) 0(0) Capital AC
NAC/10 Ammo (60 shots)
2 Capital Missile Launcher (Barracuda) 20 4(40) 4(40) 4(40) 4(40) Capital Missile
Barracuda Ammo (20 shots)
4 Large Pulse Laser 40 4(36) 4(36) 0(0) 0(0) Pulse Laser
ARS/ALS (324 Heat)
4 Naval Laser 45 280 18(180) 18(180) 18(180) 18(180) Capital Laser
4 Large Pulse Laser 40 4(36) 4(36) 0(0) 0(0) Pulse Laser
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (96 shots)
Aft (124 Heat)
2 Naval Autocannon (NAC/10) 60 20(200) 20(200) 20(200) 0(0) Capital AC
NAC/10 Ammo (40 shots)
2 Capital Missile Launcher (Barracuda) 20 4(40) 4(40) 4(40) 4(40) Capital Missile
Barracuda Ammo (20 shots)
4 Large Pulse Laser 40 4(36) 4(36) 0(0) 0(0) Pulse Laser
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (96 shots)
about the time i was fine tuning the crew quarters and such, i realized that this weapons loadout basically mirrors that of the lola series hulls.. naval laser arrays in the corner mounts, naval AC's and missiles in the bow, stern, and broadsides, and an array of large lasers for fighter defense. the idea that the advisor basically turned the Fox into a chibi Lola II honestly just feels right to me. :)