Scott Martin
SOC-13
Direct Fire weapons niches
Wol:
The Niches that I am thinkng about (and the discussion I am trying to promote) are:
Lasers: Long range weapons systems with fairly low absolute damage, but high penetration and compact size. Viable / common for PC scale ships
PAW's (including the Meson Kill-o-zap ray) Larger systems will have long ranges, moderate penetration and moderate absolute damage. Unlikely to be present on PC scale ships, since these are best suited to Bay or Spinal weaponry
Energy Weapons: Pathetic (at starship scale) range, Enormous damage and poor penetration. Used for close (read "Planetary") defence and to give fighters a weapons system capable of damaging a cap ship. Unlikely to be present on PC-scale ships, but an option if the players really want a "knife range" weapons system.
Missiles (Included for completeness, and a long conversation in their own right) Long range weapons system, gobs-o-damage, likely to be seen on PC-Scale ships. If Marc goes with fusion power plants small enough to power a robot, then expect missiles to go back to the CT "50 kg" size.
With Energy weapons, I'm leaning towards a notation like (20 x30) so a penetration value of 20, and anything that penetrates multiply the damage by 30. I also think that they should have fairly sharp penetration slopes, so a close assault by a fighter would be cause for alarm by a cap ship, but it would have to be *really* close, so something like:
Short ----- Med ----- Long ----- Extreme
200 (x5) --- 50 (x10) --- 15 (x20) --- 3 (x40)
Giving max damage against unarmoured targets of:
Short --- Med --- Long --- Extreme
1,000 --- 500 --- 300 --- 120
Scott Martin
Wol:
The Niches that I am thinkng about (and the discussion I am trying to promote) are:
Lasers: Long range weapons systems with fairly low absolute damage, but high penetration and compact size. Viable / common for PC scale ships
PAW's (including the Meson Kill-o-zap ray) Larger systems will have long ranges, moderate penetration and moderate absolute damage. Unlikely to be present on PC scale ships, since these are best suited to Bay or Spinal weaponry
Energy Weapons: Pathetic (at starship scale) range, Enormous damage and poor penetration. Used for close (read "Planetary") defence and to give fighters a weapons system capable of damaging a cap ship. Unlikely to be present on PC-scale ships, but an option if the players really want a "knife range" weapons system.
Missiles (Included for completeness, and a long conversation in their own right) Long range weapons system, gobs-o-damage, likely to be seen on PC-Scale ships. If Marc goes with fusion power plants small enough to power a robot, then expect missiles to go back to the CT "50 kg" size.
With Energy weapons, I'm leaning towards a notation like (20 x30) so a penetration value of 20, and anything that penetrates multiply the damage by 30. I also think that they should have fairly sharp penetration slopes, so a close assault by a fighter would be cause for alarm by a cap ship, but it would have to be *really* close, so something like:
Short ----- Med ----- Long ----- Extreme
200 (x5) --- 50 (x10) --- 15 (x20) --- 3 (x40)
Giving max damage against unarmoured targets of:
Short --- Med --- Long --- Extreme
1,000 --- 500 --- 300 --- 120
Scott Martin