Someone suggested making drones a Reload weapon in ACTA. That doesn't fit the SFU background information. Going back to SFB & FedCmdr, a drone rack has four drones in it, and can launch one drone per turn. On the fifth turn, you have to reload it, and then can launch drones on turns 6-9, reload on turn 10, etc, etc. It gets a bit more complex in SFB, of course.
I do not think we want to track four turns of fire before reload in ACTA.
In SFB / FedCmdr, drones (and plasmas) are placed on the map and move until they hit the target (or get shot down). Drones have a fuel range allowing them to be on the map for three full turns (remember that those games have 32 movement impluses per turn). I was trying to figure out how ACTA got a range of 36" for drones, then it dawned on me that it's three turns of movement at 12" per turn. They simplied it in ACTA by compressing three turns of movement into one turn of pseudo direct-fire.
If further playtesting shows long range drones are too powerful, I have a couple of suggestions to offer.
One plan, which is NOT what I am recommending, would be to allow drone to use the direct-fire rules up to 12" away. If the target is not within 12", place the drone marker 12" from the launching ship in a bee-line directly towards the target. On the second turn, the drone marker will move at the same time as the launching ship. If it reaches the target within 12", it hits (subject to being shot down, etc). If not, again place the marker 12" closer to the target and try again on the third turn. If it still can't reach the target after the tird turn, it runs out of fuel and is removed from play.
That all works great in theory, but I fear that once you face a Kziniti fleet, the map will be covered with drone markers. What was the line from the movie 300? "Our arrows will blacken the sky." Yeah, that's what a large Kzinti fleet does in SFB.
The idea I would offer is this: keep everything the same, except for the following. If the target is within 1/2 the range (i.e., 18") of the drone launching ship, no changes. If it's more than 1/2 the range, the target gets a plus one (+1) to any defensive dive rolls. Additionally, if it's more than 3/4 the range (24"), the target ship may attempt to Evade even if it did not use the All Power To Engines, or it may evade if it did move faster that 12" even if the drones are coming itno the Front arc. (It's not easy, but in SFB it actually IS possible to maneuver around drones coming into your face, but you have to plan ahead and time it perfectly.)
The other thing about drones I would suggest, if they do rules for "Middle Years" era, that is from just before the Four Powers War up to the start of the General War, then reduce drone range from 36" to 24" to simulate the slower speed drones of the era.