Re: to hit %?
Oh, there are certainly some occasions when you want that, but they are not the general case, and you have to take care that you don't pollute your typical calculations with them.
In CBmod, for example, planets have a +999% ECM because DF guns are precision munitions and a planet is a pretty big place with tiny targets on it. For widespread nukings, you need some planetary bombardment missiles.
I suppose I should refine that suggestion:
- There should only be at most ONE medium to large modifier applying to any one object at any time.
A base value to set the standard to-hit, and then small modifiers, totaling to not more than about 15-20. 25 if you're keeping the base at 50%, but only 10 if you have base to-hits that range as far as 25-75%
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