A suggestion for PD

I'm not a fan of cost as a basis for weapon builds. If you consider the whole reason for the multi trillion credit infrastructure, the training academy's, the space ports, the dockyards, the logistic services, then the whole multi million credit ship of jump drives, hulls, computers plus software, crew, maintenance, etc etc, is all to get those few tons of weapon systems to the battle front. The relative costs of weapons are neither here nor there, if you can achieve a better result with whatever weapons you put in then you win.

It's a question also of what you destroy with your weapons. If by paying 20 MCr more you are destroying 200 MCr. of enemy ships while saving your own, then the balance of payments is in your favor.

If the weapons system is so much more expensive than the other that you're getting 2 ships to every 1 of the enemy to the battle front fine, but it's also hard to bring 1.34 ships to a 1 on 1 scrap. Deployment and likely encounter situation also plays a part.
 
There's also a game design aspect here. Do we want somebody to win every fight just by putting in more missiles than everybody else? Definitely not I think.
 
Chas said:
There's also a game design aspect here. Do we want somebody to win every fight just by putting in more missiles than everybody else? Definitely not I think.
And then he meets the guy who really likes PD Batteries... Missiles are not invincible, just really, really dangerous.
 
AnotherDilbert said:
Chas said:
There's also a game design aspect here. Do we want somebody to win every fight just by putting in more missiles than everybody else? Definitely not I think.
And then he meets the guy who really likes PD Batteries... Missiles are not invincible, just really, really dangerous.
What is the average missiles removed / turn of the Type III PD? I'm pretty sure I've seen you post this previously somewhere? Just wanting to see how much PD resources are needed to defend against your missile escort...
 
Chas said:
What is the average missiles removed / turn of the Type III PD? I'm pretty sure I've seen you post this previously somewhere? Just wanting to see how much PD resources are needed to defend against your missile escort...
Type III kills 3D missiles = 10.5 missiles or 5 torpedoes. The earlier types are worse than laser turrets.
 
AnotherDilbert said:
Chas said:
What is the average missiles removed / turn of the Type III PD? I'm pretty sure I've seen you post this previously somewhere? Just wanting to see how much PD resources are needed to defend against your missile escort...
Type III kills 3D missiles = 10.5 missiles or 5 torpedoes. The earlier types are worse than laser turrets.
Hmmm... yes, and laser turrets can only keep up with tonnage on a turret to turret comparison that's so critical on a large jump ship where the large cruiser has turrets to burn. Okay, got it sort of thing.
 
Chas said:
Hmmm... yes, and laser turrets can only keep up with tonnage on a turret to turret comparison that's so critical on a large jump ship where the large cruiser has turrets to burn. Okay, got it sort of thing.
Yes, Laser turrets are more effective per ton, PD Batteries are more effective per hardpoint.
 
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