Beta critique: Element: travele4.pdf: Reconnaissance Probe

AnotherDilbert

Emperor Mongoose
Reconnaissance Probe
A probe might be launched ahead of time or prepositioned to provide mid-course guidance to a
missile salvo, or might be included within one.

In either case, it provides DM+2 to all checks associated with the strike, including the missiles’ attack roll.
Sounds great, but note that it will exacerbate the problems with e.g. Concentric Attack and Ambush.

I like that we can include ECM missiles in a salvo itself. It should not count against hitting missiles (the attack roll).


A DM +2 will translate to an additional DM +4 to damage for Concentric Attack and an additional DM -4 to PD for Ambush (almost negating even type III PD batteries). It will give an Ambush a sporting chance of not being detected. Way too good!


Probably not intended it will even give a DM +2 on the check for the salvo to be fooled by a Multimode Decoy. It should probably be DM on any check made by the launching gunner or the salvo itself.
 
AnotherDilbert said:
I like that we can include ECM missiles in a salvo itself. It should not count against hitting missiles (the attack roll).
How about a generic system, something like:

We can include helper missiles in regular salvoes.
Max 50% of the missiles can be helper missiles.
Helper missiles does not count for the attack roll and hitting missiles.
For each full 10% of the salvo that is helper missiles we get a DM ±1 on something, e.g. PD.

Possible types of helper missiles:
ECM missile, DM vs PD.
Anti-ECM missile, DM vs EW.
Sensor missile, DM to damage. (finding weak spot)


With 50% ECM missiles (hence PD DM -5) laser turrets are almost insignificant and even PD batteries are reduced by about 50%. Perhaps too good?
 
As a smaller, less capable ECM/ECCM platform gets closer to an enemy target it's jamming efficiency should drop. A ship (military at least) will always have more power to push through its sensors and jammers than smaller missiles. And those missiles can't combine their power into a single pulse because that's not now electronic warfare works - today at least. So their efficacy should continue to drop the closer they get to their target- especially if their target is of the same TL, or their launch target.

But EW is very complex. The only way to make it palatable in a gaming situation is to really simplify things. So the question becomes how simple do we make it, and should we make it more beneficial to the attacker or defender?
 
I agree that we should burn through at shorter range.

I also agree that it is a game and we have to simplify the process dramatically to make it playable.
 
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