See that is the wall I keep running into.
Looking at other game design, recently Sid Myers Starships is a simple movement system with lots of terrain like complexity. Thus maneuver is a major function of game play. With that one could postulate fairly simply that the engagement zone around a world or some other point would give some reasonable terrain options.
Yes, I realize I am emphasizing game play over simulation is this. But that is the entire point.
That’s fine, it’s an entertainment.
I’m approaching this as a full meld of LBB2 and HG, with all the toys, as a maneuver game.
I’ve dropped bits of this in other threads, I’ll mention the two main ones that makes range a thing.
The energy/laser/PA/meson weapons have full power of hitting with their normalized damage at a range of 100000 km.
For every 100000 km in additional range, they drop a value level- so a PA 7 bay is 6 at 200000 km, 5 at 300000 km, etc. Relative damage value drops along with whatever to hit on the lower weapon value.
Suicide range below 100000 km increases battery value by 1 per 10000 km closer. So the PA 7 bay at 90000 km is 8, 9 at 80000 km etc.
Missiles on the other hand increase battery damage levels the faster the relative velocities are. So they can get up to large numbers at long ranges and/or closing, less if firing at short range, and still less if a stern chase hit.
The other big change is to rate penetration on weapon value vs armor value. The weapon must be higher then the armor, so for example the PA 7 bay above can penetrate an armor 6 target at 100000 km but not at 200000 km.
Kind of simplifies the massive die rolling, no? In many cases only the spinals or really fast missile closing speeds will allow penetration.