An idea to balance offense vs. defense (and PD vs. ftr/skr/sat to boot!)
Cut ALL entries in the data files that affect to-hit chances in half.
This means:
1. Reduce base to hit chance at point blank (in settings.txt) from 100 to 50
2. Reduce to hit chance reduction per square distance from 10 to 5 (so weapons over range 4 are still useful

)
3. Reduce offense and defense bonuses/penalties of hulls by half
4. Reduce to-hit bonuses of base mounts by half
5. Reduce to-hit bonuses of Combat Sensors to 12/22/32
6. Reduce defense bonuses of ECM to 10/20/30
7. Reduce defense bonuses of Scattering/Stealth Armor to 3/5/8
8. Reduce to-hit bonuses of certain weapons (WMG, PDC, HEM, etc.) by half\
edit: 9. Reduce offense and defense bonuses/penalties for planets and seekers in Settings.txt (yes, planets DO get an offense bonus, that's why your WP's always seem to hit!

)
edit: well, maybe not the defense penalty for planets
And anything else I may have forgotten - essentially, do a global search for "Combat To Hit" in the data files and edit those lines
These changes essentially have the effect of reducing the chance for any attack to hit by one-half (not 50%, but one-half - a 70% to hit becomes 35%, not 20%). This way, ships survive longer in combat and the weapons that go over 99% and get cut off (PDC? WMG?

) get toned down to something in the 50%-99% range.
Of course, this would make the Talisman even MORE powerful but I'm assuming we're going to balance it in some way anyway
[ July 28, 2003, 00:44: Message edited by: Ed Kolis ]