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grumbler said:
Nothing here is hard and fast, other than wanting to avoid Val's overly generous maintenance reductions for non-First Ones.
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Wasn't the idea to make the ships take a while and a lot of resources to build, but not be insanely expensive to maintain?
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grumbler said:
I am not really a fan of using "kinetic weapons" anyway, given that they are not part of the B5 universe,* but if we are going to use them we should rationalize them coherently, not by pretending that there is a lot of "non-critical damage" going on in the game that we just cannot see. Kinetic weapons should have very little if any degradation on damage, but plenty on "to hit" so as to make them distinctive from, say, lasers which would have the opposite (at least after the first few salvos, as debris and the like begin to gather around the target and the attacker).
*(outside, perhaps, the B5Wars books that have a number of other canonical problems as well)
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It was quite coherent and valid... another way to look at it would be a statistical representation of more shots missing at longer ranges. Combat bonuses are far, far too powerful in SE4 for them to be a very good way to try and balance weapons out... Even something as small as a 10% penalty to hit is not really a 10% penalty to hit. It often ends up being more like a 40% penalty to hit, or more, depending on the exact circumstances.
