Thinking about the ISC PPD has made me think quite a bit about how plasma works and the way it affects opponents decisions.
There are 2 things that concern me to some extent that I have seen in games with Romulans and Gorns, but I am especially concerned with what may happen with the ISC (and hydran/lyran).
Firstly, whilst large amounts of plasma is hard to handle, and can crush several ships in one go, smaller amounts of plasma are easily handled. Secondly, plasma has little effect on how close an opponent gets, the only range he is usually bothered about is range 8 (12 to some extent, but 8 mainly). Once he is at range 8 he has no concern about going closer as plasma does not get any better (and in the case of the plasma empires they have no other weapon that gets better after range 8 either, as they are all Phaser 1 empires).
In the SFU plasma has a noticeable affect on enemies wanting to get very close to you, and does significantly more damage up close, even small plasma can be something that you try to avoid, 2 plasma F from a destroyer is not something you willingly take on the nose.
Whilst they are not in yet, both Lyran and hydran have extremely potent point blank range weapons, yet in ACTA they would suffer no penalty for getting that close. The ISC have the PPD which has a 'cannot be used at a close range' feature, which makes getting very close to them a benefit - if you can handle the plasma. Whilst we do not know the ACTA PPD will have the same myopioc zone, if it does there is no issue in an enemy closing from range 8" to range 0", the plasma certainly won't put him off.
The other issue for the ISC, is that they rely a lot more on ships with less plasma than Roms/Gorns. It is Destroyers/Frigates on the gun line, with just a couple of plasma F each that are suppsoed to dissuade an attacker from closing, maybe backed up by a small handful of plasma S from the bigger ships behind. In ACTA that does not really feel like it will work, the nature of plasma in this game is that you need a certain mass of plasma for it to be effective (in order to overcome the very effective phasers), and I doubt that will happen with ISC, making their whole design philosophy rather dubious.
As an example, 4 destroyers from the ISC have just 8 plasma F forward, in FC they cost almost exactly the same as a Gorn destoyer. Now they may be different in ACTA, but if 4 destoyers cost around 400 pts they are going to struggle to do what they are intended to do - make it hard to get at the PPD ships behind. Additionally they have rear firing plasma, which are partly to fire at stuff that gets behind that line. But in ACTA 2AD of plasma is nothing, and easily handled by rear firing phasers on most ships.
To be clear, I have no great problem with plasma in fleet actions, large amounts can seriously hammer an enemy. And on larger cruiser size ships so far it is OK, as they have 11/12 AD of plasma each - enough to beat out the phasers of a single ship and still deliver some semi decent damage.
What I was musing over though was a way, using existing mechanics that would A) make getting closer to plasma ships something to actually think twice about, and B) make smaller amounts of plasma a bit more useful.
Thinking of the maths, so far I have the idea of of combining 2 things, one that has been mentioned a few times before.
1) require 2 phaser hits to knock off 1 AD (round down, in plasma favor)
2) alter energy bleed to 4" increments:
0-4 is full strength
4-8 = -1
8-12 = -2
12-16 = -3
This does 2 things, it makes it harder to shoot down plasma, but in compensation reduces its effectiveness over the mid ranges. Over all that means that between 0-4" it is more effective than now, somewhat less effective between 4-12, and the slightly more effective between 12-16 (but at that range the extra boost is neither here nor there in all likely hood). Plasma F now looks like it has the limited range it does in the other games, whilst still being painful at point blank range.
In particular it means that those ships with just a small amount of plasma can actually achieve something without having to dump it all on the same ship to have any chance of doing something vaguely useful, so long as they get close. It also means there is now a good reason not to close so much on plasma ships, and take a bit more account of the ranges. It also makes Gorn/Rom cruisers a bit more interesting, as at the moment you really need to gang up a bit to beat down IDF phasers, but with the above adjustment they actually get quite scary at range 4 or less, enough to be somewhat threatening on thier own, though they are less effective after that than currently, but again that seems to fit better with the SFU plasma IMO.
NB - note at no range does the plasma actually do more gross damage, it is only against ships defending themselves that short range plasma is better, against defensless targets 0-4 is exactly the same as now, and worse than currenctly beyond that.
There are 2 things that concern me to some extent that I have seen in games with Romulans and Gorns, but I am especially concerned with what may happen with the ISC (and hydran/lyran).
Firstly, whilst large amounts of plasma is hard to handle, and can crush several ships in one go, smaller amounts of plasma are easily handled. Secondly, plasma has little effect on how close an opponent gets, the only range he is usually bothered about is range 8 (12 to some extent, but 8 mainly). Once he is at range 8 he has no concern about going closer as plasma does not get any better (and in the case of the plasma empires they have no other weapon that gets better after range 8 either, as they are all Phaser 1 empires).
In the SFU plasma has a noticeable affect on enemies wanting to get very close to you, and does significantly more damage up close, even small plasma can be something that you try to avoid, 2 plasma F from a destroyer is not something you willingly take on the nose.
Whilst they are not in yet, both Lyran and hydran have extremely potent point blank range weapons, yet in ACTA they would suffer no penalty for getting that close. The ISC have the PPD which has a 'cannot be used at a close range' feature, which makes getting very close to them a benefit - if you can handle the plasma. Whilst we do not know the ACTA PPD will have the same myopioc zone, if it does there is no issue in an enemy closing from range 8" to range 0", the plasma certainly won't put him off.
The other issue for the ISC, is that they rely a lot more on ships with less plasma than Roms/Gorns. It is Destroyers/Frigates on the gun line, with just a couple of plasma F each that are suppsoed to dissuade an attacker from closing, maybe backed up by a small handful of plasma S from the bigger ships behind. In ACTA that does not really feel like it will work, the nature of plasma in this game is that you need a certain mass of plasma for it to be effective (in order to overcome the very effective phasers), and I doubt that will happen with ISC, making their whole design philosophy rather dubious.
As an example, 4 destroyers from the ISC have just 8 plasma F forward, in FC they cost almost exactly the same as a Gorn destoyer. Now they may be different in ACTA, but if 4 destoyers cost around 400 pts they are going to struggle to do what they are intended to do - make it hard to get at the PPD ships behind. Additionally they have rear firing plasma, which are partly to fire at stuff that gets behind that line. But in ACTA 2AD of plasma is nothing, and easily handled by rear firing phasers on most ships.
To be clear, I have no great problem with plasma in fleet actions, large amounts can seriously hammer an enemy. And on larger cruiser size ships so far it is OK, as they have 11/12 AD of plasma each - enough to beat out the phasers of a single ship and still deliver some semi decent damage.
What I was musing over though was a way, using existing mechanics that would A) make getting closer to plasma ships something to actually think twice about, and B) make smaller amounts of plasma a bit more useful.
Thinking of the maths, so far I have the idea of of combining 2 things, one that has been mentioned a few times before.
1) require 2 phaser hits to knock off 1 AD (round down, in plasma favor)
2) alter energy bleed to 4" increments:
0-4 is full strength
4-8 = -1
8-12 = -2
12-16 = -3
This does 2 things, it makes it harder to shoot down plasma, but in compensation reduces its effectiveness over the mid ranges. Over all that means that between 0-4" it is more effective than now, somewhat less effective between 4-12, and the slightly more effective between 12-16 (but at that range the extra boost is neither here nor there in all likely hood). Plasma F now looks like it has the limited range it does in the other games, whilst still being painful at point blank range.
In particular it means that those ships with just a small amount of plasma can actually achieve something without having to dump it all on the same ship to have any chance of doing something vaguely useful, so long as they get close. It also means there is now a good reason not to close so much on plasma ships, and take a bit more account of the ranges. It also makes Gorn/Rom cruisers a bit more interesting, as at the moment you really need to gang up a bit to beat down IDF phasers, but with the above adjustment they actually get quite scary at range 4 or less, enough to be somewhat threatening on thier own, though they are less effective after that than currently, but again that seems to fit better with the SFU plasma IMO.
NB - note at no range does the plasma actually do more gross damage, it is only against ships defending themselves that short range plasma is better, against defensless targets 0-4 is exactly the same as now, and worse than currenctly beyond that.