Quoting admiralWillyWilber,
Honestly this would not be an issue with computer targeting.
Well ya, I guess, that's true to some extent, but that's also less fun
also, you could flavor it as smaller ships being more physically evasive, since having less mass means they could dodge incoming attacks more easily
I agree it seems small and tiny assault ships should have more relevance late game. I think the jamming should decline more quickly and more steeply, though. Something like 60,40,5,0,0. Then I think you would have to run tests to see what the result would look like in battle scenarios.
BTW - Where are the files that have these values are listed?
oh right, duh I forgot to say what files I'd edit when I asked if people thought it was possible
lol
The mod would have the file Game/ShipHullStatDefs.xml and basically I'd add the following lines to each ship type
<Stats>
<EffectType>Jamming</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>#.##</Value>
</Stats>
and
<Stats>
<EffectType>Accuracy</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>#.##</Value>
</Stats>
I got those lines from ShipComponentDefs.xml. Everything in there seems to follow the same notation as the stuff in ShipHullStatDefs.xml which is why I'm pretty sure it would work.
As for running tests, I'm absolutely terrible at that sort of thing, and especially since I would basically have to play through matches to do it, if there was some sort of instant battle simulator thing it'd be a different story, so that's why I'm asking for balance input