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Range based difficulty modifiers for space combat

In the process of putting together my Silhouette/TNE/RPSCS space combat rules amalgam, I came across what looks to be an interesting anomoly in the default TNE space combat system.

Each three hexes/range bands of range applies a +1 difficulty modifier to fire control. Which means, with a TL15 MFD, a gigantic target and a weapon with a base range of about 10 or more, the maximum possible engagement range is somewhere just under 40 hexes/range bands.

So, my question is: is this an intended facet of the rules? This would mean that base ranges of 10+ serve only increase the chances of hitting at viable engagement ranges, rather than actually extending the maximum engagement range. Which makes a kind of sense, and also provides an explanation for the MFD range limit of 10 hexes.

Or, should extreme-range weapons be able to engage targets out to their maximum theoretical ranges of 80+ hexes? And if so, are there any official/suggested rule fixes to allow for this?

As an aside, if the first option is the correct one, it would seem fair to allow engagements out to the theoretical maximum, against stationary, non-manouevring or planetary targets.
 
If the extended range weapon has its own extended range beam pointer then it can fire out to longer range than a MFD controlled battery of weapons. Note that many of the weapons controlled by MFDs have a lower short range than the MFD, and that is used instead for the engagement range.
As for your aside, sounds reasonable to me.
 
And don't forget that MFDs have a rating to counteract adverse difficulty mods due to range and target evasion.
So to answer your question, yes it is an intended facet of the rules, IMHO, as you have reasoned.
 
The +1 per 3 hexes rule is a major simplification of reality. There is a certain point at which a hit is mathematically guaranteed, usually at 1 +- 1 lightsecond (so 1-20 hexes). Beyond that, every doubling of distance quarters the chances to hit.

I call this range the "Perfect Range". So if your Perfect Range to hit something is 1 lightsecond, if the target is at 2 ls, you have a 25% chance to hit it. At 4 ls your chance is 1/16. 8 ls is 1/64. Keep in mind that a really small, high-G target is going to have a much smaller Perfect Range, perhaps even so close that you can't shoot it more than once or twice.

However, there's a lot more to it than mathematical guarantees. A non-evading target (one that's just drifting, or accelerating constantly) can mathematically be hit at any range. But engineering such a toy is not as simple as we might like to make it. The target need merely have some spin to elongate the laser spot, reducing the energy density, and therefore reducing the damage. The laser might not hit perpendicular either, further spreading the spot. The firing platform is going to be moving, the laser gun itself must be insulated from the erratic evasions, and the ship will have lots and lots of vibrations from imperfect engine combustion and air conditioning systems and pumps... it's a nightmare. The Perfect Range could drop to 1/10 or even 1/100 (or worse!) it's mathematical value, such that scenes from Star Wars or Star Trek seem totally appropriate - your targets MIGHT have to be in visual range after all.

We're going to have to wait until space combat becomes more of a reality, and it matures some, to build an accurate simulation, something on the order of what Harpoon is for modern naval combat. In the mean time, you can make just about any claim you want, and it has a chance to be true, but you are going to find plenty of people who will tell you "obvious facts" that your view is not true, and it will really be something else. Rubbish! They probably know a lot less about it than you or I do. There are no experts. Nobody knows for sure. It's all theoretical.
 
sablewyvern.

Don't forget those semi-independant missiles.
If they coast for most of their flight time they can go alot further than 44 hexes. If the communication link is a 1000AU maser you can control them from several orbits away even!!! and as the rules say task difficulty when missiles have their own sensors and thus own locks use the range from the missile to the target for task difficulty (that's usually the same hex) not range from the controlling ship to the target. Nasty.
 
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