Guys, for now, we're exploring ideas. The one I posted at the very beginning is the foundations of my own brainstorming on the matter, but it might not be the end result - it sure didn't please Nashoba and Wes is too happy with what he has now to find it appealing.
Sorry, Ira, but you don't get to say what I want to work on or my priorities. =P There are compelling reasons why I'm attending this, and I believe that once it's going to be out of the way it might last for a good while and hopefully fare better than what we have presently.
I've been thinking on what Doshii told me, and the reservations Nashoba has. I kind of want to stick to roles more than number crunching, but maybe some branching out would help satisfy the degree of detail Nashoba wants.
This said, maybe we can start with certain benchmarks. I'll be ranking for clarity, not to assign damage values. Defensive values will be dwelled on later - for now I'm just assuming the target would have standard protection for the 'class' it represents.
- Anti-Personnel:
1- Pistols
2- Rifles (Pistols /w Armor-Piercing Rounds)
3- Rifles with Armor-Piercing Rounds
Around this point, we're getting pretty close to what can dent a power armor. Grenades on average probably fall within the same degree of lethality as rifles, but with wider areas of effect. Same for the Star Army NSP (heavy mode?) and the Daisy forearm cannon. So...
- 3- Rifles with AP rounds, Anti-Personnel grenades, Daisy pulse cannons.
Now, we're headed more toward the stuff power armors wield...
- Anti-Armor:
4. Compact handcannons (like the Armor Service Pistol)
5. Rifle-sized weapons like the LASR and the Accelerated Plasma Rifle.
6. Some nastier weapons like anti-armor grenades, and most mini-missiles. Maybe specialized applications of rank 5-like weapons, like the LASR sniper version.
Around 4~5, I kind of start thinking that these kinds of weapons probably would start dealing some degree of hurt to larger vehicles like tanks and larger mecha in the same way I expect people with guns would be able to chip at a power armor. But not all anti-armor weapons are actually wielded by power armor.
A soldier-dude can go and carry around a bazooka. The bazooka/rocket launcher is probably better meant to strike at a lumbering tank and deal damage to it (tanks being 'mecha' vehicles). An unarmored soldier could probably use the same bazooka and deal tons of hurt to a power armor too. Power armors, on the other hand, readily have better access to weapons that would deal around the same kind of harm without it it being as unyieldy, cumbersome to use, or limited of use (I think bazookas are singleshot, and you can't lug much ammo on your person for those).
- Anti-Mecha:
7. Heavier weaponry that usually are fixed emplacements. Like, a machinegun turret atop a tank, or mounted on the side of an attack gunship, or some secondary weapon mounted on a mecha's arm.
8. Actual rifle-sized weaponry for mecha. Something that's handheld, requires both hands, or has central position on the unit such as the main cannon of a tank.
Large bazooka-styled weapons such as the Gauss Bazooka used by Daisy power armors might be equivalents to rank 8 as well. Of course, the gauss bazooka is not as convenient as a heavy weapon as the mecha's beam rifle is for it to readily wield.
- 9. Here, we talk about stuff with real oomph in the mecha scale, like actual rockets and missiles, rather than mini-missiles. The kind of thing you'll probably see mounted on fightercraft. If a mecha takes a hit from that, it'll going to smart - greatly - assuming it survives.
Anti-Mecha weapons are the sort of thing that a starship couldn't just shrug off, though it's about the same balance as most anti-personnel weapons against power armor. I'd expect a naval vessels cannon turrets, or a mecha's beam rifle. Used at tender spots, a fightercraft's missile volley could strike at a ship's weapon turret, sensor dish, and other location and while the oomph to destroy the starship entirely will be lacking, it'll still be dangerous.
Then, from there, it's starship weapons. Rank 9 missiles might probably send buildings crumpling down at choice spots, but anti-starship weapons sort of up the bar to wiping out city-blocks; with it getting much worse as the ranks keep creeping up.
10, 11 and 12 would likely follow that, with some uber-huge mecha weapon or bomber torpedo being able to creep up there. It'd probably be normal for starships to routinely pack mecha weapons, so, starship weapons would generally qualify for compromising the potent defense and gutting open the shields, barriers and hull armor of other vessels.
Positron cannons, beam arrays, nuclear torpedo warheads could probably all fit in here. If it can threaten the existence of a city, it's probably anti-starship too, I'd guess.
The planet destroying stuff (13, 14, 15) - and this doesn't need to apply to just blowing them up; focused attacks from rank 13 could be threatening to something as large as north america/australia size - would go with the weapons of capital vessels, where anti-starship weaponry would be the usual for many turrets on battleships. The most powerful torpedoes (anti-matter?) would probably fit in there. The fancier sci-fi weapons like the aetheric shock arrays would probably find a good fit here, probably being integrated in spinal mounts few ships could afford to have.
...
You know, just off the top of my head, I seem to have held to the pattern of 3 items per role - maybe in response to Nashoba wanting light, medium and heavy. In that light, qualifying an LASR under the Medium Anti-Armor role could work. This might retain the idea of evocative role names, sort of stick to the current range of weapon lethality more or less established in SARP presently, and provide the differential variety Nashoba seemed to wish for.
I'm not discussing the actual numbers here. I still want to avoid it if possible. If we can keep the inlying reasoning to "You're a lightly armored Mindy and I'm firing at you with a medium anti-armor rifle made to get through a Daisy's tougher armor and hurt it, so I have even better chances of killing you with it" rather than "I hit your tier 4 armor with my damage 5 weapon, so I'll kill you if I hit you", I think it'd be preferable. hit points just don't work well when the possibly lethal weapon strikes the arm, or the shoulder, or deals a serious but not-immediately fatal belly wound. Numbers of SPs don't cover that all that adequately.