Point Defense

Hence why I think we need to look at Point Defense batteries in terms of "X missiles/Torps engaged per turn" - rather just protecting a ship from infinite amount of missiles :)
 
Nerhesi said:
Hence why I think we need to look at Point Defense batteries in terms of "X missiles/Torps engaged per turn" - rather just protecting a ship from infinite amount of missiles :)

Yup-yup. Any point defense system (player controlled or capital-class) needs an upper finite limit to how many missile can be shot down per turn. So if your point defense battery can shoot down 60 missiles/turn, you then decide, do you want it to ALWAYS perform at peak efficiency, or do you want chance to be part of the equation? That maximum of 60 missile may drop to 40 this turn because of a bad roll. I'd say it should at least be 50% accurate to start, and then scale up from there. A simple D6 roll could allow for some variations, luck (good and bad) and just the normal sh*t happening in combat.
 
Nerhesi said:
Hence why I think we need to look at Point Defense batteries in terms of "X missiles/Torps engaged per turn" - rather just protecting a ship from infinite amount of missiles :)

Yup-yup. Any point defense system (player controlled or capital-class) needs an upper finite limit to how many missile can be shot down per turn. So if your point defense battery can shoot down 60 missiles/turn, you then decide, do you want it to ALWAYS perform at peak efficiency, or do you want chance to be part of the equation? That maximum of 60 missile may drop to 40 this turn because of a bad roll. I'd say it should at least be 50% accurate to start, and then scale up from there. A simple D6 roll could allow for some variations, luck (good and bad) and just the normal sh*t happening in combat.
 
Been thinking about this...,

The current PD rules work for single ships, and are simple - a good thing.

I think the place for overwhelming defences with mass attacks should be a feature of the fleet/capital combat rules, forthcoming...
 
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