van Riebeeck said:
"This game really favors the big ships out of proportion to the SP."
Admiral Cain
Are you serious there? About any other post (not to mention personnal experience) talking about the relationship between frigates and cruisers quite agrees that capital ships have been massively underpowered.
Hopefully the OP doesn't mind the /threadjack...
I've read the Mathammer thread and the Capitol ships not so Capitol thread (and others). My play experience and my own number crunching don't jive with those threads. But I'm loathe to jump into a "house rule" thread and tell people that the way they like to play a game is wrong : )
"Its duck, duck, goose!" "No, its duck, duck, grey duck!" -- probably only funny to midwest Americans, but best analogy I have.
Van Riebeeck said "Considering both their BFG background and mass/manpower"
I've never played BFG, but from what I gather you can get 12 Frigates for the cost of a Cruiser in that game? If RT allowed you to pick up a 12 pack of Frigates for the cost of a Cruiser given the ships capacities in RT I'd have tossed the book out a window. But in RT a Cruiser costs about 150% of a Frigate, and I'm not coming from a BFG background so I don't picture a Cruiser wiping out 6 Frigates a turn taking little to no damage in return.
Mass/Manpower, sadly the mechanics do not reflect the fluff. I 100% agree. But from the perspective of a PC group, buying a ship on an SP budget a Cruiser is roughly 150% more expensive, but much more effective.
A turbulent frigate v. a Lunnar Cruiser 42 SP v 60 SP, and Sunsears all around 44 SP to 65 SP. (I think we both agree that Sunsears are generally the best option for a Frigate?). Not quite 150% SP, close enough for government work. Frigate has 8 power, 4 space left for whatever else it needs. Lunnar Cruiser will have 12 power and 13 space. 50% more power, 300% more space for more PF boosters or more Dakka. (Miloslav Warp engines on both, otherwise standard essential components). Cruiser wins by more than 50%.
FFG got single target damage output close to straight line growth, if not for the fact that Cruisers get bigger guns. Frigate 2 guns, Cruiser can put 3 guns on one target. Frigate has better arcs, but I've never had a problem getting the broadsides to bear on the light cruiser we run with, and I've had a pack of Eldar show up in our rear arc at knife range. In the hands of a PC group getting the cruiser broadsides on a target is rarely an issue, at most they'll need to perform a Come to a New Heading once in a while. A one turn -20 to shooting that happens in ambush scenarios. But 2 of the 3 Cruiser guns can be Broadsides, and the chase armament for a Cruiser can be Nova Cannons or Hecutor, or Bombardment Cannons. On a PC ship the STR 6 Broadsides matter. Those slacker NPC ships with a crew quality of 30 or 40? Not so much, but a PC ship after the extended actions is typically sitting at 80% to hit or more by rank 3 or 4. The two gun Frigate is at most 8 hits at d10+2. The Cruiser is at 12 hits max just from the Broadsides, the chase armament puts the Cruiser way over. Again, Cruiser by more than 50%, lots more.
In terms of damage taken that second void shield really cuts down on the amount of damage you would expect to take from typical NPC ships. Our Secutor Light Cruiser has been attacked by three our four escort sized ships and rarely takes any damage. Vs. a NPC gunnery of 30 to 40 a Cruiser is all but immune to the two macrocannon armed escort classes. Even an NPC Cruiser with 2 broadsides and chase armament is only leaking damage through on a couple of good rolls. Ironically the best armament v. a PC with two shields are lances. They're terrible for PCs, but for the lower skilled NPCs that don't care about the SP, Power, or space, lances are the best chance at leaking a bit of damage through.
Now if your GM is being particularly cruel and has a BattleCruiser with two broadsides and two chasers bearing down on you and rolls 16 hits the expanding ball of gas that was a Frigate can gloat "ha! I blew up at 9 hits, that cruiser went up at 12! Only 33% more hits..." So I'll call damage taken a draw. Spike damage goes to Frigate (with the caveat that the Frigate is going to die before the cruiser in any case), and multiple damage sources goes to Cruiser.
Things I 100% agree with: Lances are a mechanical trap. PCs should never, ever, take them RAW. Also, SP/PF isn't a straight line trade off, however, once a PC group has decided on the split the bigger hull is mechanically a better choice. Yes the 70 point Frigate would be "fully kitted out". But the most common and effective PF boosters a ship can equip are hull and hold components and are a straight up test. It will not take long for the cruiser to catch up, and then pass the frigate. Its the standard RPG choice of slow start / strong finish vs. fast start/ weak finish. The longer the campaign the further ahead the cruiser gets.
Apologies to the OP. /end threadjack