Because the number of tons of damage required to reduce a drive on a BB by 1 factor will instantly destroy light cruisers - conversely if the number of tons of damage reduces an escort ship's drive by one factor it is going to take hundreds of hits to do anything to a BB - which is against the lowering the number of dice rolls paradigm.So why is the tonnage solution unacceptable?
and replacing it with
I think computer can be removed here, because TL affects components (e.g. weapons and drives) in the ship's design already. Not enough, you say? OK we can talk about that.
The concept of the hull size DM table is a good one. I have problems with the HG2 one as written and posted earlier in the thread an alternative.And I was just about to quote you, because I now understand why those are better ideas.
So, use the concept of the HG2 hull size DM table for multiple uses across all attack types in HG1.
Code:HULL SIZE MODIFIER Below 100K No modifier. 100K and above Modifier = Volume/100,000
*
Not really. At some level there is, but, in general, no.Is there a rock-paper-scissors relationship between weapons and defenses in the OTU?
[Multiple attacks] draws the battle out to tedium.
The game should be fun when cruisers and battleships are engaged, which probably makes escort class and below easier to take out.
Another thing to consider if we manage to scale weapon factors correctly is that the higher factors could get bonus damage rolls too.
* Toughness. Adds to all defensive ratings (armor, screen, damper, globe) - yes but being a -DM to the attacker rather than extending the tables.
Another thing that would bring this into line with AotI is the meson screen could suffer the same way as the black globe.
Add extra hits for weapon factor only.
Soak extra hits by tonnage only.
There are rock-paper-scissors effects all over HG'80. The most common is Meson vs. Missiles vs. PAs.Not really. At some level there is, but, in general, no.
Size has nothing to do with armour and screens, they are strictly proportional to size, so equally affordable at different sizes. It's mostly a TL effect.Meson Guns are the true outlier in contrast to most everything else, with the Meson screen being the only scalable defense (bigger ships get bigger screens which counter smaller meson guns).
The game of combined armors is typically limited to different platform, in our case ships, specializing in rock or scissors. But as the ships get bigger, they can start carry all rock, scissors, and paper.
Larger ships are not able to carry more armour, and are not at all tougher than smaller ships.It's really a different game without the meson threat. Armor becomes the main scaling factor that makes bigger ships tougher and tougher.
Turrets have to be good at something other than killing themselves, otherwise we have no rock-paper-scissors chain.spinals - good vs cruisers-capitals, moderate vs lt.cruisers-escorts, uselass vs small ships and fighters
bays - moderate vs cruisers-capitals, good vs lt. cruisers-escorts, good vs small ships and fighters
turrets - useless vs cruisers-capitals, moderate vs cruisers-escorts, good vs small craft and fighters
Armour has nothing to do with fighter invulnerability, they're difficult to hit because of agility and the size DM. Armour is basically irrelevant as almost anything that can hit a HG'80 fighter will inflict size crits, regardless of armour.Armor. HG1's armor system, on the other hand, solves a nagging flaw in HG2 which has been a problem for the OTU -- namely, the ability to build fighters that are nearly impervious to attacks.
JTAS says one barbette is half of a tiny bay, two barbettes should be the same strength as a tiny bay.
HG1 Analysis via Iconic Ship Design Features
* JTAS 4 says that two dual barbette particle accelerators have half the power of a 10T bay.
Ship TCJMP Armor Sand Screen,
DamperGlobe,
RepulsorLaser Energy
WpnPA Meson Missile Ftrs Gazelle 44444 9 0 0, 6 0, 0 4 0 4 (<JTAS4) 0 0 0 Kinunir A2447 9 0 0, 0 0, 0 4 0 9 0 3 0
Agreed, not much of a choice, for a warship. But it is a choice for a para-military ship...Armor is TL dependent. For warships, there seems to be no reason to not get the best possible armor always. This does not seem to be a productive choice.
Agreed, not a choice, for a warship... I would recommend to keep the DM as a straight TL modifier, to keep hi-tech ships superior.Selecting the ship's computer is not productive: you always get the largest computer possible. I'm for scrapping that combat DM entirely.
No, armour in HG79 has a tonnage limit, it is not percentile based.
Tonnage for armour is per kDt hull, so a percentage, or rather a "promilleage".HG'79, p27:
The armor table indicates the tech level, cost, and required tonnage (per 1000 tons of hull) for armor, as well as the increase in hull factor.
It keeps a TL-15 ship with a factor-9 much better that a TL-14 ship with a factor-9, i.e. an Impie ship much better than a Zho...Frankly, I always thought that the component tables ought to carry the tech level benefits there. Bake it in and we have one less DM to fool around with during combat.
Unless there's a good reason why we should be double-dipping by using the computer rating (or the TL rating straight)...
And we get the task DM tables in MT, that are much more difficult to read... I find it much more cumbersome to use in anger.Except for the spine attack tables, I also thought the combat tables should be converted to tasks.
If we prune the spine tables, then even those could become plain tasks.
First, in HG1 the top computer is TL13, so that's not even here in HG1. I agree that's a deficiency.It keeps a TL-15 ship with a factor-9 much better that a TL-14 ship with a factor-9, i.e. an Impie ship much better than a Zho...
It gives texture to the game, the Zho planning to fight a superior tech enemy has a very different design environment that the Impies. And explains why a small Zho squadron is a major boon to the Swordies.
LBay | 7 | 8 | 9 | A | B | C | D | E | F | G |
---|---|---|---|---|---|---|---|---|---|---|
Missile | 180 | 240 | 300 | 375 | 450 | 525 | 600 | 800 | 1000 | 1200 |
That's understandable, thank you.And we get the task DM tables in MT, that are much more difficult to read... I find it much more cumbersome to use in anger.
Shouldn't the weapon tables already give us that, though? A TL15 battery should pack more oomph than a TL14 battery...
Ah but you indicate that in fact they _don't_, because those tables are too coarse.
But in HG1 they don't have to be, do they? We can widen their point differences.
By how much? I dunno.