Seeing this ship
:lol: ) Essentially it is saying the rules for torpedoes have failed, that torpedoes aren't worth having.
The problem is as discovered that having made, or to make PD missile effective, torpedoes are eliminated altogether.
I'd like to propose a concept direction that I think could be an improved rules balance. Please note it is a concept direction only, with the figured to assist understanding of the concept, the actual numbers to be reviewed.
Matt hasn't seemed to mind making PD a little more mechanical rather than 'human' and I'll take the lead from that.
If we make PD specifically highly missile effective and torpedo highly ineffective, we still have a reasonable game balance, as long as turret laser PD is properly matched to torpedoes. I like this general balance (with conditions I note below) as it allows missiles to be effective at small ship level and vs. fighters such that missiles are still needed, and we still need a mixed group of turrets and weapons.
I'd like to describe PD as a mesh of fast light lasers that form a web of slashing energy around a ship. The denser you make the web, the more effective it is. It's made of fast light lasers such that it can cut up missiles without having to target them specifically, while torpedoes are constructed to be able to bypass this light laser web, and as such need to be targeted and shot down by individual weapon powered lasers.
So
Option 1
Increase the intercept roll effect of missiles drastically in the current PD rules and make it very different from a lower torpedo roll.
Options 2
This could mean we allow a system of PD where (by whatever mechanism of rolls or flat %) the web forms around a ship whose effectiveness is determined by the % of hard points used, for example:
at 50% of a ships hard points used it is immune to missiles, at 25% of hard points 1/2 of missiles attack that turn penetrate.
This would then be upgraded through PD II and PD III so that
40% of hardpoints / 20% of hardpoints
30% / 15%
We then put in a base minimum to say a PD mesh much be of at least 10 hard points to function (i.e. a 2000 ton ship would have to spend 50% of its hardpoints for this to work). So small ships cannot carry this PD. We can push this up or down to taste.
Now hardpoint burn makes for good choices for a ship, whether to be effective or not at combat, and which forms of combat.
In this case we can drop the tonnage and power requirements a fair bit because we have a balancing mechanism in place in the hardpoints and don't need to be too concerned about this. However it should still have some weight, so how about 3tons/hardpoint and 5 power/hardpoint, still significantly more than the turret it is defending against and will impact big ship construction.
Now of course what this means in a maximized system is that you are only immune to missiles, not torpedoes or other weapons and you've still got issues to concern yourselves with. The key difference here in this mechanism is that missiles cannot overload it. Where as you can overload torpedoes vs turret PD. I like personally to have the two different structures. However, if you wanted another balancing mechanism we can have power burn for the missiles destroyed.
in the cruiser design thread really really annoys me. That it's armed with nuclear missiles annoys me even more. (nothing personal AnotherDilbertAnotherDilbert said:Light Missile Cruiser 25 kT, GCr 37 including full load of nuclear missiles
J-3, 9G, Armour 15, streamlined and fuel purification for wilderness refuelling.
Armament: 55 medium missile bays, 75 missile turrets.
Defences: Armour 15, 120 PD Batteries, Type III.
The problem is as discovered that having made, or to make PD missile effective, torpedoes are eliminated altogether.
I'd like to propose a concept direction that I think could be an improved rules balance. Please note it is a concept direction only, with the figured to assist understanding of the concept, the actual numbers to be reviewed.
Matt hasn't seemed to mind making PD a little more mechanical rather than 'human' and I'll take the lead from that.
If we make PD specifically highly missile effective and torpedo highly ineffective, we still have a reasonable game balance, as long as turret laser PD is properly matched to torpedoes. I like this general balance (with conditions I note below) as it allows missiles to be effective at small ship level and vs. fighters such that missiles are still needed, and we still need a mixed group of turrets and weapons.
I'd like to describe PD as a mesh of fast light lasers that form a web of slashing energy around a ship. The denser you make the web, the more effective it is. It's made of fast light lasers such that it can cut up missiles without having to target them specifically, while torpedoes are constructed to be able to bypass this light laser web, and as such need to be targeted and shot down by individual weapon powered lasers.
So
Option 1
Increase the intercept roll effect of missiles drastically in the current PD rules and make it very different from a lower torpedo roll.
Options 2
This could mean we allow a system of PD where (by whatever mechanism of rolls or flat %) the web forms around a ship whose effectiveness is determined by the % of hard points used, for example:
at 50% of a ships hard points used it is immune to missiles, at 25% of hard points 1/2 of missiles attack that turn penetrate.
This would then be upgraded through PD II and PD III so that
40% of hardpoints / 20% of hardpoints
30% / 15%
We then put in a base minimum to say a PD mesh much be of at least 10 hard points to function (i.e. a 2000 ton ship would have to spend 50% of its hardpoints for this to work). So small ships cannot carry this PD. We can push this up or down to taste.
Now hardpoint burn makes for good choices for a ship, whether to be effective or not at combat, and which forms of combat.
In this case we can drop the tonnage and power requirements a fair bit because we have a balancing mechanism in place in the hardpoints and don't need to be too concerned about this. However it should still have some weight, so how about 3tons/hardpoint and 5 power/hardpoint, still significantly more than the turret it is defending against and will impact big ship construction.
Now of course what this means in a maximized system is that you are only immune to missiles, not torpedoes or other weapons and you've still got issues to concern yourselves with. The key difference here in this mechanism is that missiles cannot overload it. Where as you can overload torpedoes vs turret PD. I like personally to have the two different structures. However, if you wanted another balancing mechanism we can have power burn for the missiles destroyed.