Hi Robject,
No, never seen alot of your stuff since I only bounce in and out of the forums every couple of days. Do you have a central repository of stuff that I can look at?
When I first got our little group together, I did not give alot of thought to size differences as I did not have the time. When you are designing a full rule set, as you play, with new players demanding most of your attention, simplicity was the order of the day.....
Later, when I was teaching the system to the people who wanted to start their own game groups, I tried to explain Travellers size system (glossy eyed looks all around). I then tried to shoe-horn in the CODA size ideas, but that seemed to be far too much detail.
I wanted the size rules to be quick, simple yet cover the level of detail our group wanted.
So, here is my thinking.(muddled as it is)
1.) Most players deal with things on 'human' scale. Sometimes they need to look at things from a small vehicle to large vehicle scale. Rarely, they will need to key the paint on a starship with their new plasma cannon.
Now, that is 0 for human relative, 1 for small vehicle relative, and 2 for large vehicles. Most player starship battles will be between vessels ranging from size 2 or 3. That means that I don't have to consult a chart or have lists of modifiers due to incremental size differences.
This system also allowed us to scale up to fighting squadron to squadron battles with the small moon sized death star or 5 mile long space station thrown in to boot.
The weapon factor system is based upon the assumption that a average sized weapon for that size class is designed to destroy an equally size opponent. Average armour reduces the chance for a kill shot from a average weapon to 50%. A kill shot is assumed to be a critical hit.
Lesser weapons incrementally hurt the target vessel, and are common in civilian and police vessels. Heavier weapons (factor 8 or above) are military grade designed to increase the odds of a kill shot. A size 2 fighter with a factor 12 laser, acts like a size 3 ship with a factor 7 laser. Against a size 4 ship, it acts like a factor 2 laser. Ten such fighters can attack a size 5 ship (up to 100000 displacement tons) with a strength 2 laser attack.
Different weapons have different counter measures. No one single counter measure is good against all weapons. Large numbers of small weapons (factor 0) on large ships (size 5) attack small craft with strengths of 5, 10 or 15 depending upon the size difference. But, a factor 15 shot against a fighter will still only take out one fighter. Against 100 fighters, you need a hundred or more small weapons.
All vessels have a rating for hits. It is broken down into stages. As a stage is passed in incremental damage, it becomes easier to cause a critical on the ship. Player die rolls are also affected by the damage stage to represent failing systems and distractions.
It works for us, as we can fight out most battles in under an hour, while talking, drinking and of course, trash talking our opponents.....
best regards
Dalton