I;ll give a good reason why non-HG combat mechanics need to avoid deflector shields:
Deflectors are either surface mounted field generators, or core mounted generatorsm with some kind of quantized "Level of radiative effect"...
And since in mode one, the surface area mode, the result are that you can, due to the square-cube law, have more power per surface area on bigger ships, and thus better shields.
In case two, the central generator more, the inverse-aquare rule holds sway: the volume protected goes up on a ^(3/2) mode as core size (and hence power) goes up. Again, pro-big-ship.
Worst case: Field A, a core field, generrates field B (which interdicts) by interacting with a surface treatment. Bigger ships have smaller area for surface treament, and more volume for power and field generators per distance from genrator.
Fighters, to be viable, need to be able to do the following:
1) arrive in their own weapons range
2) survive long enough in weapons range to fire
3) provide enough damage to be contributive to overal damage. (Here is where HG fails, BTW.)
4) cost less for unit damage done than equivalent larger craft.
Small target modifiers, cumulative damage systems (MT, GT, T20, to some extent TNE, T4), and high maneuverability can all make it possible.
Deflectors are either surface mounted field generators, or core mounted generatorsm with some kind of quantized "Level of radiative effect"...
And since in mode one, the surface area mode, the result are that you can, due to the square-cube law, have more power per surface area on bigger ships, and thus better shields.
In case two, the central generator more, the inverse-aquare rule holds sway: the volume protected goes up on a ^(3/2) mode as core size (and hence power) goes up. Again, pro-big-ship.
Worst case: Field A, a core field, generrates field B (which interdicts) by interacting with a surface treatment. Bigger ships have smaller area for surface treament, and more volume for power and field generators per distance from genrator.
Fighters, to be viable, need to be able to do the following:
1) arrive in their own weapons range
2) survive long enough in weapons range to fire
3) provide enough damage to be contributive to overal damage. (Here is where HG fails, BTW.)
4) cost less for unit damage done than equivalent larger craft.
Small target modifiers, cumulative damage systems (MT, GT, T20, to some extent TNE, T4), and high maneuverability can all make it possible.