FS, if you mean the suggestion to use one cartel blanketing the map instead of all neutral, there are similar problems -- if it is allied to all, the net change of zero situation comes up. If it an enemy to all, players hurt their own empire DVs, but not until the cartel underneath is flipped neutral. What I'd like to see tried is having an all-neutral cartel layer that is actually NEUTRAL. The way the .gf settings work for politics makes this a little difficult, since all relationships are calculated as percentages. I've always said a much better political tension assignment would be strict values, so 500 is neutral, 1000 is mortal enemy, 0 is long-term ally, and anything either side of 500 is an increasing friendship or enemy relation to the extreme points of 0 and 1000. Of course, we don't have that system, and won't, so what to do? With careful manipulation, we could get truly neutral neutrals, I think, so it's at least worth a shot. I'm skeptical about how successful this would be, but at least it is something else to try.
Moggy, I totally agree with you -- the parts system should be reasonably regulated, and double the damage control rating seems fair. I was under the impression the parts ARE determined by the damage control value. If not, what IS controlling it? We all know where 8 came from (number able to be shown in the repair screen), but can someone explain to me how any given ship's parts limits are calculated?
According to my specs, a Z-CVA has a damage control of 9 in OP. Assuming that's right, how many does it get in GSA (and thus would get if OP D2 received full spares capacity)? If we doubled these figures, the CVA would end up with 18 possible spares. An L-FF with a damage control of 3 would get 6 possible spares -- what does it get now?
You're right about the costs of spares -- mission hosts would be able to "steal" spares off of AIs, but nobody else would be able to do so (or has the host-only transporter display bug been squashed?). At least if everyone could do it, it would make for an interesting little mini-game within the battle. Also, small ship captains would have less prestige to throw into buying spares.
Unfortunately, we're never going to get rid of this poor repair system, so can anyone come up with a way to improve it within the limitations? For instance, can we somehow use the ship damage control specs to force a ship size class-based stepping of spare parts? A DD could get 4, a CA 8, a BCH 12, a DN 16, a BB 20, or somesuch. I still don't like that a large ship gets penalized by the spare part limit. Still, if I had to choose between penalizing big ships and penalizing small ones, I'd choose the former -- those small ships need as much help as possible when the big-ship nutters dominate a campaign.