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Old April 20th, 2005, 11:01 AM

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Default Re: Improved armor model thoughts

Quote:
Nodachi said:

I've tried something similar but when I put the emissive ability on the hulls I went with Hull Size/100 for civilian ships (colony ships and transports), (HS/100)*2 for military ships, and (HS/100)*3 for bases. To help keep smaller ships useful (and for balance) I added to each ships defensive bonus ( an additional + 80 for an escort, +70 for a frigate, ect.) I then added the same amount as a to hit bonus for each ship. This makes it so that two ships of the same hull size have an average (or normal) chance to hit each other but a dreadnought has an extremely hard time hitting the escort that can pound him at will. I compounded these things with high combat move bonus for smaller ships that decreased with size.

I like this approach, this is going in an interesting direction.

But upon reflection on your concept I think I’d make a small change: A ship's agility should not really give it that much advantage to hit. The speed of a guns's tracking and computing / processing capability (aka: fire control system) is what gives them the ability to hit smaller / faster moving targets. With your approach the big ships would never have a chance at hitting small ships, which is actually a characteristic of their GUNS, not the hulls they are mounted on.

Alternate Solution: Give the Guns, not the hulls, the plus to hit. Give the normal, un-modded guns a large bonus to hit equal to the defensive bonus of the average small ship (frigate). Give the larger guns comparable minus to hit that you are presently using for the cruiser hull in your example (for the large guns) or Battleships (for their guns) or to Dreadnaughts (for massive guns) to represent their slower tracking and difficulty in hitting smaller ships.

I think that this would lead to more variety in capital ship design. Large guns would be good for killing other large ships, but perform poorly against small escorts. Small guns, on the other hand, would be good for dealing with escorts, but not well suited for handling the larger ships extensive ability to absorb damage (with the emissive armor).

This would lead to several interesting design considerations: You could put in only large guns on the capital ships and risk being vulnerable to smaller ships (and would probably want to have smaller escorts to deal with the smaller ships), a mix of large and small guns (the classic navy approach of main and secondary batteries) for a take-all-comers design, or you could go all small guns similar to the “flack cruisers” of WWII for a ship that is deadly to smaller ships but as much of a threat to larger ships.

Thoughts?
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