CZuschlag said:But the Drakh rely on beams for their own armament as well --- the changes affect our output as well as our input!
No wonder they're going to be balanced last.
Lord David the Denied said:Here's a thought: ships with low hull scores should be destroyed easily by high-powered weapons, including most beams. Why? Because they're lightly armoured or otherwise weak in defence. If you've got a weapon that's great at penetrating armour, it follows that it'll blow right through ships with light armour. Why shouldn't it?
Perhaps the "issue" with hull 4 ships dying too easily isn't a problem with beams, but with the prevalence of AP and SAP weapons. Perhaps that should be addressed instead of changing core game mechanics for powerful weapon systems...
katadder said:you cannot CAF or scout redirect ... minibeams
Reaverman said:But JP bombing was meant to be one off, and most times nearly impossible. For a start you are going to have to know when the ship is going to be there, and have some sort of communication between vessels in and out of hyperspace.
hiffano said:one way to view it is that the beams are powerful enoughto slice through anything, it doesn't matter what their armour is, they go through Titanium as easily as they go through cheese. Armour therefore is only effective against lesser weapons, such as ion cannons and railguns.
Lord David the Denied said:hiffano said:one way to view it is that the beams are powerful enoughto slice through anything, it doesn't matter what their armour is, they go through Titanium as easily as they go through cheese. Armour therefore is only effective against lesser weapons, such as ion cannons and railguns.
If a weapon can slice through titanium as easily as cheese, it'll slice through thin aluminium armour a lot faster than it will go through the advanced energy-resistant armours used in Babylon 5.
This new always-hits-on-a-4+ mechanic is an arbitary number, and all it serves to do is make weakly-defended ships unreasonably hard to hit with beams, while leaving well-defended targets (hull 6) taking the same penalty they always had. The more I think about it the less sense it makes. It's a lazy quick-fix that has no place in a total overhaul of a wargame.
Make SAP beams rarer and rebalance ships' armament instead of messing game mechanics that work perfectly well. Or adopt a more realistc to-hit, to-damage system like in VaS. In this way small, lightly-armoured ships will be harder to hit but easy to damage, and the opposite will be true of lumbering dreadnoughts.
hiffano said:It won't affect you anyway, apparantly the centauri loose their beams![]()
Cordas said:More realistic? For fraks sake we are playing a SPACE combat game set a couple of centuries in the future with alien races some of whom have been around since before our planet had life on it.... How on earth is it meant to be realistic?
Lord David the Denied said:By paying attention to simple common sense and the immutable laws of physics, of course. Just because, in this sci-fi setting, we have weapons and technologies that aren't possible now doesn't mean we should have game mechanics that fly in the face of simple common sense. See my comment above about being the best game possible...