Well back to doing away with Meson guns - I never liked them due to the problem with targeting at long range.
Missiles self correct their targeting solution.
Lasers/Particle Accelerators fire long lines that connect at the end.
But Meson guns have to fire in the correct direction AND decay at the correct
time (distance). so their fire solution is limited and much more complex.
Now when they fire at slowly moving targets they can probably calculate a spread of solutions - but firing at highly mobile targets?
Umm...
Lasers have the exact same problem. At very likely ship velocities, and at the typical engagement ranges (10ths of light seconds), the Laser firing solution is just as 3-D as a Meson solution. On land, it's a differnet story, simply because of the ranges, and light speed weapons just work wonderful at short ranges.
But when you have a ship firing on another at 5 10ths of a light second range (i.e. 150K km), then you have a tricky firing solution.
Let's say you have a Free Trader that has 3 turns of 1G acceleration. In TNE, a turn is 30 minutes, so after 3 turns of acceleration, he's going ~54km/sec. A Free Trader is only 43m long. So, that ship will pass any specific point in space in roughly 1/1000th of a second. So, a laser burst needs to be at the same point in space at the same 1/1000th of a second that the ship is when it flies by in order to do damage, and you also have to take in to consideration the 1/2 sec of travel time for the laser (5/10ths light second range).
So you can see how this is pretty much the same problem that a meson gun has. Being in the right place, at the right time. Now, you can fire the laser for a second, which means you only need to be within 54kms (along the ships vector, of course, so it's kind of a thin space) of the target ship, and it will just run right through the laser burst like a kid running through a sprinkler. The meson gun may well not have that kind of advantage.
The amusing thing is that if the ship were travelling twice as fast, then the laser would do half as much damage (depending on bearing to the target, of course)...but none of the rules take that in to consideration.
As Meson hits are the most dangerous on the battlefield ships will make sure their movement vector has some unpredictability in it to make hitting them very difficult.
You do realize that "unpredictability" involves changing the ships vector within the time frame of detection and adjusting the mount that's doing the firing, correct?
Going to the previous problem with the Free Trader at 1/2 light second range, if you combine flight time for the laser and the time for detection, you get 1 second (1/2 sec for the EM radiation of the ship to reach the attacking vessel, plus another 1/2 for the laser to travel to the target). Next, you have the propagaton delay of getting the information from the sensors to the gun mount. Assuming that the attacker is "tracking", i.e. like a shooter shooting skeet, you see the shooter lead the gun and follow the path of the target, you will lower the adjustment time for the mount (which really only has to track a few thousands of a second of arc anyway).
Considering you need to physically MOVE (ie. turn, that is thrust the body of the vessel) to change vector (Are M-Drives gimbaled? I don't think they are), how fast do you really think you can change the vector of your ship? Can you make a meaningful change in less than 5 secs? Because that's probably the largest window you've got to move that 200 ton trader of yours. About the only thing you might be able to do is flick the drive off and on randomly, which will change the length of your vector, but not its direction.