So we're trying to work out how and/or when to force closure of battles, or if we should try to.
We could simply increase the range of spinals to Very Long and say the majority of battles are played out at this distance - plenty of precedents in history for it.
There are circumstances when a fleet cannot back off - if one side has brought maneuverless, defenceless tenders, they can't keep retreating till these come in range of the enemy, so anyone who has gone down that route is building a stand and fight fleet - but then what happens when the enemy doesn't want to close?
We can make life more difficult to shoot at Very Long Range upping the negatives to hit, but that just means sniping takes longer. Still one rule I thought might be reasonable is making evading twice as effective at that range band (which does give another advantage to fighters closing, though that may not be a bad thing).
It's a conundrum because you kind of want the option to be there.
Still, let's look at this way:
If we make PD able to deal with missiles in a significant manner on a hard point to hard point and then bay to bay as current the long range sniper has to include energy bays. Energy bays can't shoot fighters. The long range sniper has a difficult choice - go with riders with low hardpoints to mount missiles or other weapons to combat fighters or PD to combat missiles themselves, or go with capital ships that have missiles for defence against fighters and PD.
Then there is another point - torpedoes. If the long range sniper is missiles and bays, they are very vulnerable to torps, a single salvo will blow them out of space. If the long range sniper is PD and energy bays, they'll be vulnerable to fighters.
The bottom line there, don't forget your high thrust fighters, and a balanced offence, which is we want.
Except what happens when one side builds their entire fleet around fighting at long range while the other is building spinals. Will the balanced spinal fleet have the ability to make a match on the checks and balances? Perhaps not... and still looking at this.
We could simply increase the range of spinals to Very Long and say the majority of battles are played out at this distance - plenty of precedents in history for it.
There are circumstances when a fleet cannot back off - if one side has brought maneuverless, defenceless tenders, they can't keep retreating till these come in range of the enemy, so anyone who has gone down that route is building a stand and fight fleet - but then what happens when the enemy doesn't want to close?
We can make life more difficult to shoot at Very Long Range upping the negatives to hit, but that just means sniping takes longer. Still one rule I thought might be reasonable is making evading twice as effective at that range band (which does give another advantage to fighters closing, though that may not be a bad thing).
It's a conundrum because you kind of want the option to be there.
Still, let's look at this way:
If we make PD able to deal with missiles in a significant manner on a hard point to hard point and then bay to bay as current the long range sniper has to include energy bays. Energy bays can't shoot fighters. The long range sniper has a difficult choice - go with riders with low hardpoints to mount missiles or other weapons to combat fighters or PD to combat missiles themselves, or go with capital ships that have missiles for defence against fighters and PD.
Then there is another point - torpedoes. If the long range sniper is missiles and bays, they are very vulnerable to torps, a single salvo will blow them out of space. If the long range sniper is PD and energy bays, they'll be vulnerable to fighters.
The bottom line there, don't forget your high thrust fighters, and a balanced offence, which is we want.
Except what happens when one side builds their entire fleet around fighting at long range while the other is building spinals. Will the balanced spinal fleet have the ability to make a match on the checks and balances? Perhaps not... and still looking at this.