far-trader
SOC-14 10K
My mind was wandering along the old space combat damage disparity issue (why a turret hit does the same damage to a small craft or a large ship and such) again and I wondered if the simple idea below is as good as it seems to me at first glance. I think it makes space combat a little (or lot) more deadly and can see battles not dragging out into long wear down combats. Maybe someone has already come up with a similar idea. So just putting this out there for comments and flaw nitpicks. Rough format so if it seems unclear just ask but I think it really is pretty clear. It's quite basic and I'm not sure it needs more elaboration, but it could be I'm blind to my presumptions 
For CT (Book 2 and Book 5):
Each Turret Beam Laser Hit does 10tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up. Beam Lasers in this system are MCr0.5 each, the cheap civilian version of lasers, primarily for point defense. Otherwise as per Beam Lasers.
Each Turret Pulse Laser Hit does 20tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 20tons apply the damage to subsequent systems until used up. Pulse Lasers in this system are MCr1.0 each. The pricier military version of lasers, primarily for offense (doing more damage) and more reliant on computer DMs to offset the -1 to hit (B2) or reduced USP (B5).
Each Turret Standard HE/KK(1) Missile Hit does 10tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up.
Each Turret Nuclear DL(2) Missile Hit does 50tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up.
Turret weapons can kill or cripple small craft in one hit. Turret nuclear DL missiles can kill or cripple small ships in one hit.
Each Barbette Weapon Hit does 20tons damage to the system hit. If the system is smaller than 20tons apply the damage to subsequent systems until used up.
Each Bay Weapon Hit does 50tons damage (for 50ton bay) or 100tons damage (for 100ton bay). Nuclear DL Missile Bays are an exception, doing 250tons damage (for 50ton bay) or 500tons (for 100ton bay). If the system is smaller than the damage total apply the remaining damage to subsequent systems until used up. Bay weapons can kill or cripple small ships in one hit. Nuclear DL missile bays can kill or cripple large ships in one hit.
Each Spinal Weapon Hit does 100tons damage per 100tons of weapon. If the system is smaller than the damage total apply the remaining damage to subsequent systems until used up. Spinal weapons can kill or cripple large ships in one hit.
(1) HE/KK - High Explosive/Kinetic Kill - Final solution after closing on target is a high explosive fired impactor doing direct kinetic damage.
(2) Nuclear DL - Nuclear Detonation Laser - Final solution after closing on target is a Nuclear explosive detonation laser shot. A very high energy laser shot at very close range. Nuclear Radiation is negligible except to non-FIB computers.
I'm contemplating adding a point-blank range (for small craft vs large, some undefined as yet size disparity, probably limited to under 100tons for small craft and over 10,000tons for large) for energy weapons, making fighter screens important in protecting large ships. Once closed (after getting through point defenses and fighter screen if any) to point-blank range fighters would be deadly. Doing more damage and not being targetable. Though possibly being subjected to collateral damage from other fire on the large ship.

For CT (Book 2 and Book 5):
Each Turret Beam Laser Hit does 10tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up. Beam Lasers in this system are MCr0.5 each, the cheap civilian version of lasers, primarily for point defense. Otherwise as per Beam Lasers.
Each Turret Pulse Laser Hit does 20tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 20tons apply the damage to subsequent systems until used up. Pulse Lasers in this system are MCr1.0 each. The pricier military version of lasers, primarily for offense (doing more damage) and more reliant on computer DMs to offset the -1 to hit (B2) or reduced USP (B5).
Each Turret Standard HE/KK(1) Missile Hit does 10tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up.
Each Turret Nuclear DL(2) Missile Hit does 50tons damage to the system hit. Higher USP for batteries increases the To Hit probability but not the damage done. If the system is smaller than 10tons apply the damage to subsequent systems until used up.
Turret weapons can kill or cripple small craft in one hit. Turret nuclear DL missiles can kill or cripple small ships in one hit.
Each Barbette Weapon Hit does 20tons damage to the system hit. If the system is smaller than 20tons apply the damage to subsequent systems until used up.
Each Bay Weapon Hit does 50tons damage (for 50ton bay) or 100tons damage (for 100ton bay). Nuclear DL Missile Bays are an exception, doing 250tons damage (for 50ton bay) or 500tons (for 100ton bay). If the system is smaller than the damage total apply the remaining damage to subsequent systems until used up. Bay weapons can kill or cripple small ships in one hit. Nuclear DL missile bays can kill or cripple large ships in one hit.
Each Spinal Weapon Hit does 100tons damage per 100tons of weapon. If the system is smaller than the damage total apply the remaining damage to subsequent systems until used up. Spinal weapons can kill or cripple large ships in one hit.
(1) HE/KK - High Explosive/Kinetic Kill - Final solution after closing on target is a high explosive fired impactor doing direct kinetic damage.
(2) Nuclear DL - Nuclear Detonation Laser - Final solution after closing on target is a Nuclear explosive detonation laser shot. A very high energy laser shot at very close range. Nuclear Radiation is negligible except to non-FIB computers.
I'm contemplating adding a point-blank range (for small craft vs large, some undefined as yet size disparity, probably limited to under 100tons for small craft and over 10,000tons for large) for energy weapons, making fighter screens important in protecting large ships. Once closed (after getting through point defenses and fighter screen if any) to point-blank range fighters would be deadly. Doing more damage and not being targetable. Though possibly being subjected to collateral damage from other fire on the large ship.
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