Someone smarter then can probably work the number better but here is my final thoughts.
Roll damage numbers first.
Range restrictions for each type of torpedo.(D-4in, F-8in, G-10in, S-12in, R-16in)
Phasers get to do KZ damage when doing defensive fire on Plasma only.
Energy Bleed is 1point of damage for every 4in of range after 4in from target.
Plasma weapons take 2 turns to reload. Bad Idea
This will still allow plasma users to stay at a distance and fire limited weapons or come into close range for an alpha strike. With the reload rate they will probable not want to fire a system unless there going to maximize its potential. The reload rate will also make me want to run away and reload hopefully forcing some tactical thinking and maneuvering during game play. This is just my opinion Ive tried to not have plasma over whelming but still give ya the feel that youre weapons weren't wasted. This would also give the FC feel were a plasma was an oh shit thing but it took forever to reload.
Roll damage numbers first.
Range restrictions for each type of torpedo.(D-4in, F-8in, G-10in, S-12in, R-16in)
Phasers get to do KZ damage when doing defensive fire on Plasma only.
Energy Bleed is 1point of damage for every 4in of range after 4in from target.
Plasma weapons take 2 turns to reload. Bad Idea
This will still allow plasma users to stay at a distance and fire limited weapons or come into close range for an alpha strike. With the reload rate they will probable not want to fire a system unless there going to maximize its potential. The reload rate will also make me want to run away and reload hopefully forcing some tactical thinking and maneuvering during game play. This is just my opinion Ive tried to not have plasma over whelming but still give ya the feel that youre weapons weren't wasted. This would also give the FC feel were a plasma was an oh shit thing but it took forever to reload.