It has probably been discussed enough. But we do not need to make missiles more effective.h1ro said:AnotherDilbert, I think this opens up a whole other discussion, one that perhaps deserves a new thread. It's probably been discussed before so I don't know if it really warrants going over again.
I deliberately choose a civilian example, because I think that is what most players use, and that is where turrets are the main armaments. For a military example with armour we can probably use nukes causing more damage. PD batteries are only significantly better than laser turrets at TL14+ (depending on crew skill).h1ro said:The gist of the discussion is what serves as balance in the game?
Why should a ship be able to sustain damage? There are real world naval examples, the Atlantic Conveyor and HMS Sheffield in the Falklands War, where one or two missiles caused the loss of each ship. The historical wet naval analogy isn't one I'm overly fond of but we often fall back on it.
Your example also features unarmoured ships. At TL12 it's feasible to put 12 points of armour on a ship and 2e features point defence systems. These things could reduce the damage.
Agreed, missiles are a heavy logistical burden and they are expensive in large amounts.h1ro said:I'd continue to argue that as far as military ships go, the logistics of keeping missiles supplied far from port weighs heavily against them but we mostly don't model those things in our games, nevermind our discussions![]()
Regular, automatic overkill is in my eyes boring and leads to short-lived characters, killing the role playing. It should be avoided.h1ro said:If we do accept that overkill is a distinct possibility, it would perhaps change the decision to engage or make the conflict about not being hit, countermeasures and tactics being the best way to wage that war. From a role playing point of view, I'd much prefer to avoid ship combat but that's an opinion few others seem to share.
h1ro said:First up, to the OP, I hope you got answers that you can work with.
AnotherDilbert, I think this opens up a whole other discussion, one that perhaps deserves a new thread. It's probably been discussed before so I don't know if it really warrants going over again.
The gist of the discussion is what serves as balance in the game?
To your example, I'd make a comparison of an unarmoured person being shot with a PGMP. It can happen, it's gonna be messy but should we take the PGMP out of the game? If we look at current weapons and armour, overkill is prevalent.
Why should a ship be able to sustain damage? There are real world naval examples, the Atlantic Conveyor and HMS Sheffield in the Falklands War, where one or two missiles caused the loss of each ship. The historical wet naval analogy isn't one I'm overly fond of but we often fall back on it.
Your example also features unarmoured ships. At TL12 it's feasible to put 12 points of armour on a ship and 2e features point defence systems. These things could reduce the damage.
I'd agree that in general, massed missile attacks go against what we've seen in the Third Imperium setting but I don't think that equates to breaking 2e MgT.
I'd continue to argue that as far as military ships go, the logistics of keeping missiles supplied far from port weighs heavily against them but we mostly don't model those things in our games, nevermind our discussions
If we do accept that overkill is a distinct possibility, it would perhaps change the decision to engage or make the conflict about not being hit, countermeasures and tactics being the best way to wage that war. From a role playing point of view, I'd much prefer to avoid ship combat but that's an opinion few others seem to share.
High Guard said:Fragmentation missiles are also an effective counter to other missiles when targeted at another missile salvo, Fragmentation missiles will reduce the number of missiles within the salvo on a one-for-one basis
phavoc said:Ships built after WW2 are mostly aluminum.
phavoc said:The Atlantic Conveyor, a container ship, was built to merchant standards - to efficiently transport cargo. The Sheffield wasn't sunk instantly, it burned from the inside out (due to damage). Plus Sheffield never even took any defensive measures due to errors by the crew. The ships didn't have any real missile defenses other than chaff and ECM (no CIWS or modern-day Rolling Airframe Missiles to engage incoming missiles).
phavoc said:It's not that missile are overwhelming in Mongoose, it's that the missile combat issue is not balanced. Missiles should be the system that allows enemies to be engaged beyond energy beam range. They should be dangerous. But the defenses aren't there to reflect that danger. Dedicated point defense systems don't exist. There's no ability to launch anti-missile missiles. So if you want to add in swarm tactics and VLS systems to rapidly overwhelm an enemy (or heaven forbid you make missile launching fighter swarms as useful as ship-launched missiles), you need to balance that out with defenses that must be overwhelmed in order to be penetrated. Armor is a passive system that is your last line of defense.
Condottiere said:Another assumption is that missiles can't be retargetted after launch, so two more measures is that you can preposition stealthed area defence frigates in the likely path, where they shoot at the incoming wave, and then start to chase them.
The other one would be setting up decoys and honey traps that are more seemingly attractive.
Quite, and Smart missiles cannot reacquire missed targets.phavoc said:I personally dot use the current 'smart' missile option that keeps allowing a missile to attack after a miss. That's just silly
Smart: This weapon has intelligent or semi-intelligent rounds that are able to guide themselves onto a target. They gain a DM to their attack rolls equal to the difference between their TL and that of the target, to a minimum of DM+1 and a maximum of DM+6.
steve98052 said:Doesn't all the weirdness over missile magazines go away in one recognizes the difference between mass tons and dtons? I think a Canon missile has a mass of 250 kg -- 1/4 mass ton. But a missile is quite a bit more dense than 1/14 ton per cubic meter. If its density equals water, it takes up 1/4 cubic meter, or 1/56 dton. Sand canisters are also much more compact than dton mass parity.