They're troubling because they're usually nothing more than vaporware.
Remember, you flatly stated: "In my implementation though, they DO have big range differences."
Apparently that statement was merely a conceptual assertion?
How might "... optimal engagement bands for maneuver decisions..." be achieved in your alleged rules? Or is that too just more conceptual smoke being blown up our collective bottoms?
Tell us how you think you might be able to accomplish all these design goals. Or is all this just another wish list?
Inquiring minds want to know. More importantly, inquiring minds can help.
I'm down to details of damage, the business end of the HG design, not vaporware. But I understand that this has to be right before I compile working values to be tested.
See, this question
How might "... optimal engagement bands for maneuver decisions..." be achieved in your alleged rules?
is functional, this
Or is that too just more conceptual smoke being blown up our collective bottoms?
is just curmudgeonly grousing for your emotional reaction to my fandancing.
I will answer the first kind of statement, even with the
alleged nastiness in it. You can leave the other back where it belongs.
Optimal engagement bands refers to an HG version of the sort of design and fighting problem WWI/WWII gun battleships and cruisers had.
A combination of penetrating power, arc, range, and armor relative to all these factors meant that in a battle between two ship types, one might do well at extreme range, the other will do better at medium range, and one or both might be easily destroyed closer in, or one have advantage.
Approaching this as spinal weapons being big battleship guns, bays as cruiser guns, and turrets as small guns, with a variance of speed to choose optimal range (or with newtonian motion more like optimal pass), I need to have armor work as either a penetrating model like most naval wargames guns, or have a sliding version like the current set but pegged more to battery value rather then just the simplistic spinal-nuke/non-spinal divide.
I also want the 'were in space' bits such as increased damage from missile vee, a great falling off of to hit forcing fire to split in order to achieve hits (and thus have less penetrating power), and of course the battery increase as range closes to point blank already discussed.
Armor schemes matter greatly in this question, and I don't know if I like the implied scheme the damage results suggest, or if it's really worth the candle to get into other alternatives, such as carapace (hard on the outside chewy explosions on the inside) or nautilus (highly bulkheaded limited internal damage) or segmented (magazine and powerplant max armor, everything else not).
So ya, a few considerations in play here, and not easy to figure out a damage model for all of that that keeps things simple.
I have the ship floor map damage system I had spent a few months on in consideration, but a lot of the problems with that is that it won't do the fast results I need for backdrop fights, and I can't decide on a joule/EP/battery rating detonation to ton destroyed value unless I can true that up to the fast system.