7 minutes ago, Arowmund said:Okay, but here's the problem I see with this (and why I went the route of targeting via the dice rather than an arc); how do you "aim" a ship directly at another ship using a system that clicks exact changes in course and doesn't allow for "realistic yaw" (less than a full click)? You could easily go a full tourney and maybe only get off one shot with a ship that should have a high point cost. There would be no point in taking the ship?
I agree on making it vulnerable to fighters and small ships that rush it (even under my idea of insta-killing a small ship per hit, a flotilla of low cost ships could possibly kill it before it could get them all) but to narrow its firing arc to the point of "what's the point" seems to negate the whole point of the ship. I mean, sure it would likely work that way in point blank confrontations, and that's exactly why I didn't go that route. You'd never see this ship in a point blank confrontation. It would sit far out from the battle, where that narrow fire arc covered a quarter of the sky. Consider how far away from the DS 2 the fleet was when it was sniping them. That's the distance you'd park this thing at. IMO
No one really has problems aiming Neb Bs at targets with their front battery... and that’s what we’re talking about, arc wise, really.
... and we’re still talking about s maneuverable isd chassis.
the other part about standoff Range is it isn’t fun for an opponent to see. I mean? That was the main complaint of flotilla lifeboats - they were never in danger.
Risk/Reward is best game design. ?
(its also why I suggest an arc, rather than parallel lines, with los sit back, normal range, and instant gratification for shots)
its plausible because it works now, basically.
Edited by Drasnighta