Screens - February Update

Nerhesi said:
I think we may have over-adjusted too much from MGT1 with missiles. I think we were fine before this advanced missiles... or perhaps we need beef up PD slightly.. like apply fire-control bonuses? How is it looking if every PD turret gets another +3 missiles down?
I think the issue with PD is that it is too heavy. It is so heavy it is working like a small version of bay in the ship design paradigm, not a hardpoint, so you can't use this on a hardpoint to hardpoint basis. Definitely needs a look see...
 
OK so lets split this into a separate topic as the title is a bit confusion. Since we're talking about screens here now, I'll update the title to February screens and I'll open up an PD/missile effectiveness topic for us.

So back to screens topic:

Recommendations thus far (for Matt's benefit):


(a) Revisit Screen costs - we all concur they're crazy expensive now. Perhaps 1/3rd the cost?
(b) Change the screen effect scaling to be a little more sane. Less "nothing-nothing-nothing-great-godlike". Change Angle Screens to an 8+ but also make screen power to 1D per screen.
 
Nerhesi said:
OK so lets split this into a separate topic as the title is a bit confusion. Since we're talking about screens here now, I'll update the title to February screens and I'll open up an PD/missile effectiveness topic for us.

So back to screens topic:

Recommendations thus far (for Matt's benefit):


(a) Revisit Screen costs - we all concur they're crazy expensive now. Perhaps 1/3rd the cost?
(b) Change the screen effect scaling to be a little more sane. Less "nothing-nothing-nothing-great-godlike". Change Angle Screens to an 8+ but also make screen power to 1D per screen.
How well does that work with the optimize screen software Nehersi? Does the +2 skill level automatic angle success make sense? Do we get a pure power burn paradigm?
 
I think the optimise screens software is.. left over we can get rid of if we move to 8+ and 1D x effect.

Matt did indicate very recently that he wanted screens to be manually "angled" and high-tech shields to be the ones that are more like "always on".

If we want to keep Optimise screens software on, then it can have that niche-roll of, for example, just running all screens at 2D. What this would entail is a barebones "safe" but not impressive effect for those wanting to play it as such. I personally dont think this piece of software adds much value nor is it required.. (my opinion of course).
 
I still don't like the idea you can "angle" your screens in time to deflect a light-speed attack. Sure, you can angle them towards the enemy, but that should be a straight-foward move. We already have the sensor operator doing all kinds of stuff. Screens should just work, like shields. Maybe the idea should be a good screen operator can get them to deflect a little more damage, but overall I think they should just be "on" or "off". And no software should be needed. And no optimizing (unless that's somehow part of the screen operator roll).

If we go with having an operator who has a chance of tinkering with things, there should be a potential risk to doing so. Try and tinker too much and you can be successful, but then again...oops, instead of evading 50% of the damage by default, you only deflect 25%.

Since these aren't magical shields, I'm okay with them allowing a certain amount of damage in. hell, we could just make them truly flicker-like at all times and while they are operational they can blunt the attack of some of the more powerful weapons. Which makes the average laser or rail gun pretty effective. And still useful.
 
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