McKinstry said:
I'm not sure bringing things 'in line with FC' is a reason for anything though. Is the game to be a direct analog of FC as much as possible or simply a different game with an FC/SFU 'feel' and matching mechanics relatively unimportant at the detail level?
agreed. It has a lot of the feel in it at the moment, seekers being the thing tha 'feels' wrong. Disrupter, photons, phasers, shields, hull, etc all feel near enough and produce what don't seem massively out of kilter results.
I also think, from a game balance standpoint, the biggest weapon problem/nerf are still photons. The single most inaccurate weapon in the game, subject to reload and while very powerful, relatively unimportant in the Federations battles. They are the tactical eqivalent of a wild haymaker punch, devastating but relatively useless except when lucky.
So it perfectly produces the feel of FC.

Most inaccurate weapon, check
Very powerful when they hit, check
Subject to reload, check.
But on average a volley (at the range you are most likely going to fire) is as good if not better than 2 disrupter volleys, check.
The one big thing that is missing from photons is that in FC they have the uber efficient overload that makes then ultra scary. Disrupters, Hellbores, Fusion, Plasmas (SFB), PCs, ICs etc have to find the overload energy at the point of fire, on top of the energy to arm it as well, that makes overloading with those weapons a huge energy drain. At least at the start of the game the Feds do not have that issue, they can hold fully overloaded torps for the same cost (or cheaper) of other weapons standard arm cost. That's makes Feds super scary at the start of an FC battle, you really really do not want to give them that overload shot, but they can afford to go fairly fast with those held overloads so it is hard to deny them that shot for long, quite literally impossible on a closed map. Once they have fired they are not as bad, as overloading is going to cost a lot of power whilst you are on top of them, which they may find hard to do.
Allowing Feds to overload and then retain the overload until they have fired would be one way of representing that, they would have to go slow on that turn, as they probably are in FC, but they would then be able to pile in at full tilt with overloads again like they can in FC. It would mean that you would often face the same type of match you face in FC:
Turn 1 = overload whilst out of range.
Turn 2 = pile in at full tilt and fire those multi hit 8 shots.
Turn 3+ = hope you did well on turn 2 cos you are now close to some one shooting the crap out of you whilst you reload. Firing more overloads is difficult, and this effectively represented by the need to use reload and overload SAs in 2 different turns.
I'd be concerned that would make them too powerful though.
Great models, gorgeous table, oh wait, everything is packed in a 12-18" circle!
Another good representation then, where often all ships end up within a 5 hexes of each other.
