Gargoyle117
Mongoose
Tankdriver said:Kind of silly though.
"Prepare to fire"
"Captain, we have no lock on"
"Fire any way!"
How about you just say that ship cannot fire on said ship when a stealth roll is failed and not actually dump the weapons?
However you look at it, the crew, captain and targeting computer had to do the work intending to fire on that target. No matter what, I would say that the weapons should not be able to be redirected after a failed stealth roll because of that. I could accept that the weapons were never fired unless the lock was obtained though.
Maybe the stealth systems function such that they mislead the sensors rather than block them. The targeting ship could easily believe that they have locked on to their enemy, but in reality they may be locked on to a sensor ghost. In that case they would certainly fire their weapons and miss because of stealth.
It depends on the flavor text of the stealth system.
*Edit* I missed emperorpenguin's post above. I agree that slowloading weapons would become disporportionately stronger against stealth targets if they got to take a chance at breaking stealth every turn rather than every other turn. For the purposes of the game, the rule should remain that SL weapons can not be fired again the next round after they fail a stealth check. Perhaps they are also slow targeting and take some time to redirect or refocus their fire.