kilemall
SOC-14 5K
The whole TL15 ACS/fighter craft with Armor 15 thing has bothered me for some time, and the discussions here clarified the issue of greater volume/less proportionate surface.
So I think I have a simple solution for CT/HG, others can throw in their relevant similar tweaks for other versions.
Consult the Target Size DM chart.
This chart determines armor adjustments for volume.
Broadly speaking, negative values increases per armor rating volume percentage, and positive values decreases.
-2 boats costs 2 more volume ratings per armor rating- so to get armor rating 1, spend the equivalent of armor rating 3, to get armor 2 spend 6, etc.
-1 ACS costs 1 more rating per armor rating, so armor rating 1 costs 2, armor rating 2 costs 4, etc.
DM 0 requires no adjustment.
+1 larger ships get an additional 1 armor rating 'free' per 1 spent, so armor rating 2 costs 1, armor rating 4 costs 2, etc.
+2 super ships get an additional 2 armor rating 'free' per 1 spent, so armor rating 3 costs 1, armor rating 6 costs 2, etc.
For desired odd number armor rating value, the bonus does not count, so a +2 armor rating 6 ship costs 2, but the same ship at armor rating 7 costs 3.
It's not strictly speaking a totally accurate formula, but seems to me to be a quick way within the rules to get things closer to what they should be.
So fighters and ACS make more sense being unarmored, lighter frontier cruisers may not load up fully on armor or pay the usual prices for capability, and the larger heavier units gain an edge on protection AND options for greater firepower/range/flexibility.
The HG ships end up looking more like Imperium ship values, which I know many consider not desirable or a conflation of two 'different' games, but I like that sort of 'paradigm validation'. YOMD- Your Opinion May Differ.
So I think I have a simple solution for CT/HG, others can throw in their relevant similar tweaks for other versions.
Consult the Target Size DM chart.
This chart determines armor adjustments for volume.
Broadly speaking, negative values increases per armor rating volume percentage, and positive values decreases.
-2 boats costs 2 more volume ratings per armor rating- so to get armor rating 1, spend the equivalent of armor rating 3, to get armor 2 spend 6, etc.
-1 ACS costs 1 more rating per armor rating, so armor rating 1 costs 2, armor rating 2 costs 4, etc.
DM 0 requires no adjustment.
+1 larger ships get an additional 1 armor rating 'free' per 1 spent, so armor rating 2 costs 1, armor rating 4 costs 2, etc.
+2 super ships get an additional 2 armor rating 'free' per 1 spent, so armor rating 3 costs 1, armor rating 6 costs 2, etc.
For desired odd number armor rating value, the bonus does not count, so a +2 armor rating 6 ship costs 2, but the same ship at armor rating 7 costs 3.
It's not strictly speaking a totally accurate formula, but seems to me to be a quick way within the rules to get things closer to what they should be.
So fighters and ACS make more sense being unarmored, lighter frontier cruisers may not load up fully on armor or pay the usual prices for capability, and the larger heavier units gain an edge on protection AND options for greater firepower/range/flexibility.
The HG ships end up looking more like Imperium ship values, which I know many consider not desirable or a conflation of two 'different' games, but I like that sort of 'paradigm validation'. YOMD- Your Opinion May Differ.