Small comparison problem - bays don't have more reach than turrets, and Spinals don't either, if using HG.
I should have mentioned it, but I thought it was obvious. I guess I should had added more "kind reminders".
Spines, bays, and turrets all seem to have the same range in
HG2. All seem to have the same range because A) energy weapons are limited to Short whether mounted in bays or turrets and B) weapon ranges in that other
CT ship combat system,
LBB:2, depend in part on a gunner's skill.
So is that range a physical limit ala
HG2's energy weapons? Or is it more of a sensor/targeting/aiming limit ala
LBB:2's gunnery skill? Or is it some combination of both?
Should Rob look into different ranges for spines, bays, and turrets? Mike has already suggested that "bigger" batteries might have trouble targeting smaller/more agile opponents.
I wonder if something as simple as spines/bays able to fire at Long and Short while non-missile turrets are limited to Short might be worth considering?
Monolithic batteries have the simulation issue of needing then rules for massive battery versus squadron, or else fighters suddenly become massively overpowered by taking forever to swat. (The Starfire solution was to not count fighters against the tracking limit if only engaged with point defense...)
Or some part of the layered defense Rob is mulling over effects only fighters, again something like
Starfire's PD not counting towards the tracking limit. Of course in
Starfire, you time the arrival of your missiles and fighters to force your opponent to choose which of the two his PD systems will target...
In a 40 ton or so fighter...
Yeah, you can eventually get a mission kill via fuel hits; a Fuel-N hit inflicting N% or 10 tons whichever is more. The trouble is, as you note, how many rounds will it take to inflict the required hits?
The
CT_Yahoo Group smoke tests worked in part because the "fighters" could mission kill their target in one round and that occurred because A) the "fighters" were cheap enough to be built in bunches and 2) the "fighters" could hit/pen somewhat better than once in twelve shots. "Fighter" losses were relatively low because the ship being swarmed only got one crack at it's tormentors.
Now, if those fighters suddenly cost 250 MCr, hit only once every twelve shots, and lose 6 out of 12 craft each round, the smoke test tactic doesn't work as well.
You can get your hits, but are you going to get enough of them before the warship destroys more than it's worth in "fighters"?