AnotherDilbert
Emperor Mongoose
I used medium bays upteched to reduce size by 30%, so 70 dT.
350 med bays * 24 = 8400 missiles.
350 med bays * 24 = 8400 missiles.
AnotherDilbert said:I used medium bays upteched to reduce size by 30%, so 70 dT.
350 med bays * 24 = 8400 missiles.
Yes point taken about the Core book. However you could easily rule on the barrage basis massed laser turrets aren't as effective vs. small high maneuver missiles... that's quite logical.AnotherDilbert said:We need the capital ship salvo/barrage rules before we start to tinker with details.
And the Core book is published...
Chas said:Yes point taken about the Core book. However you could easily rule on the barrage basis massed laser turrets aren't as effective vs. small high maneuver missiles... that's quite logical.AnotherDilbert said:We need the capital ship salvo/barrage rules before we start to tinker with details.
And the Core book is published...
What I was thinking was to make turrets less effective PD to match a missile turret on a 1:1 basis, and actual PD more effective to match an equivalent bay 1:1. Then it becomes easy for everybody to nut out while they are building as well. Do I want a missile heavy ship to have attacks against fighters. Or do I want a missile light ship with good defense against capital ship missile salvos...Nerhesi said:Chas said:Yes point taken about the Core book. However you could easily rule on the barrage basis massed laser turrets aren't as effective vs. small high maneuver missiles... that's quite logical.AnotherDilbert said:We need the capital ship salvo/barrage rules before we start to tinker with details.
And the Core book is published...
Or vice versa - I would think we wouldn't want to lower the effectiveness of PD at all now. I think we should really consider that to stop X missiles, you will need 2X hardpoints - and that means a larger ship with significantly increased cost and so on. Therefore PD should not be though of as sufficient at the moment - and we should hold off on anything that makes missiles better/more effective.
AnotherDilbert said:Suggested system
Launch salvo, no roll. Keep track of number of missiles
EW potentially kills some missiles.
PD potentially kills some missiles
Attack roll 2D +Smart -Evasion. 50%+10%*Effect of missiles hit (max 100%, round 50% up, 49% down), one roll
Damage roll (4D - Armour) * N, where N is # of missiles hit, one roll
No modifiers for size of salvo.
No tables for damage modifications.
Attack to hit chance is somewhat similar to single shot system.
Damage is somewhat similar to single shot system.
Armor works as usual.
Works for 100t ships.
Works for 1 000 000t ships.
AnotherDilbert said:We need a new system that scales from 10 missiles to 10000 missiles. It cannot be based on roll 2D, that number of missiles hit.
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