It SHOULD require specialized designs and that sort of mentality. It's no different from if you want to bomb an enemy without being sighted, you use something that flies higher or faster than they can detect, but otherwise incapable of defending itself if it did somehow get discovered.A swarm of dedicated anti-starship heavy fighters/mecha could deal minor damage to a ship's armor but have no chance of penetrating it.
This would not only require a specialized anti-starship design, but it would also require the players give up all of their weapons except the single anti-ship cannon.
@Syaoran That isn't how shield thresholds work. A shield threshold of 3 means that the first 3 points of damage from a shot are applied to the shield's HP value, and the rest overflow to the ship's HP.
As an example: an SDR 5 shot against a ship with 30 Shields, Threshold 3 and 30 HP would result in the ship taking 3 shield damage and 2 hull damage to end with 27 Shield HP and 28 Hull HP.
It SHOULD require specialized designs and that sort of mentality. It's no different from if you want to bomb an enemy without being sighted, you use something that flies higher or faster than they can detect, but otherwise incapable of defending itself if it did somehow get discovered.
And it's not about killing it. It's about crippling it. Bombers carrying heavy torpedoes would aim for hardpoints/turrets, trying to disable weapons and sections near the outskirts of the armor. It should be the bigger ships like Destroyers and even Cruisers going after the biggest ships.
Yes Zack and that means no damage will ever bleed it's shields. And do you really thing a bunch of mecha can out power that?A swarm of dedicated anti-starship heavy fighters/mecha could deal minor damage to a ship's armor but have no chance of penetrating it.
This would not only require a specialized anti-starship design, but it would also require the players give up all of their weapons except the single anti-ship cannon.
@Syaoran That isn't how shield thresholds work. A shield threshold of 3 means that the first 3 points of damage from a shot are applied to the shield's HP value, and the rest overflow to the ship's HP.
As an example: an SDR 5 shot against a ship with 30 Shields, Threshold 3 and 30 HP would result in the ship taking 3 shield damage and 2 hull damage to end with 27 Shield HP and 28 Hull HP.
Base Structural Points
Each ship class can take about ten hits from its equivalent weapon type. Armor, mecha, and tanks can take about five. The capacity for a vehicle to endure damage is loosely represented under a number of Structural Points (abbreviated SP). The base number of Structural Points a vehicle has is abstractly represented in the tables below:
Wrong. Light damage implies you'd be denting armor or even causing small ruptures. On a small craft, that seems minimal, certainly... but this isn't a small craft. The biggest of ships are designed to be massive, meaning "light damage" to that would likely be devastating on anything small. It'd be like setting fire to multiple decks if you breached the armor at a weak point or venting an entire gun's staff if you ruptured a turret.Here's why bombers (and anything with missiles) sucks under the new system:
The 'per shot' rule means you can take a cannon or a single missile at the same damage output. There is now no point in taking missiles since the cannon's performance is so much greater.
You're also not going to be crippling a ship that you can't deal any real damage to.
Based on if we convert it, I'd say most of the mecha weaponry is medium and heavy (8 and 9), due to it being ADR 4 and 5/SDR 1. Even if changed down, they're still effective against lower class starships... and, as Zack pointed out, could give up their guns for a Tier 12. This would, essentially, be the "Artillery" mecha/specialized bombers.I'm vaguely okay with the system itself, but it does seem like the serious lack of Tier-9 heavy anti-mecha platforms is going to make fighting larger vessels impossible even for specialist weapon platforms. There is one singular example of a bomber that uses the type 31 dual-cannon turret listed. Everything else is a much larger vessel that mounts it as a defensive gun, making it basically a non-example.
Unless this gap is open to some kind of new 'artillery' mecha equivalent with a larger punch but less maneuverability, I don't really see how it's supposed to help RP opportunities by ruling out one mission profile completely.
Actual tanks on the other hand should probably get away with having a higher offensive rating than shuttles, too, I feel. Having the entire hull dedicated to the gun, and not having weight considerations to worry about, means they must be marginally more powerful than the standard fighter bolt-on laser weapons.
Also slightly concerned why this was given a three day deadline over new years, to be honest.
I'm vaguely okay with the system itself, but it does seem like the serious lack of Tier-9 heavy anti-mecha platforms is going to make fighting larger vessels impossible even for specialist weapon platforms. There is one singular example of a bomber that uses the type 31 dual-cannon turret listed. Everything else is a much larger vessel that mounts it as a defensive gun, making it basically a non-example.
Unless this gap is open to some kind of new 'artillery' mecha equivalent with a larger punch but less maneuverability, I don't really see how it's supposed to help RP opportunities by ruling out one mission profile completely.
Actual tanks on the other hand should probably get away with having a higher offensive rating than shuttles, too, I feel. Having the entire hull dedicated to the gun, and not having weight considerations to worry about, means they must be marginally more powerful than the standard fighter bolt-on laser weapons.
Also slightly concerned why this was given a three day deadline over new years, to be honest.
Since the way the system works you can attribute more than one slot to a weapon to make it stronger, and I don't know any tank that has 8 weapons (most only have 2) they can actually make tanks pretty strong. You could make a tank with 2 +2 tier weapons. Or if the Setting approves are nice, since tanks have a main gun and something lower. Maybe a +3 tier weapon and a -1 or -2 tier weapon. And it would literally come out like a real life tank.I'm vaguely okay with the system itself, but it does seem like the serious lack of Tier-9 heavy anti-mecha platforms is going to make fighting larger vessels impossible even for specialist weapon platforms. There is one singular example of a bomber that uses the type 31 dual-cannon turret listed. Everything else is a much larger vessel that mounts it as a defensive gun, making it basically a non-example.
Unless this gap is open to some kind of new 'artillery' mecha equivalent with a larger punch but less maneuverability, I don't really see how it's supposed to help RP opportunities by ruling out one mission profile completely.
Actual tanks on the other hand should probably get away with having a higher offensive rating than shuttles, too, I feel. Having the entire hull dedicated to the gun, and not having weight considerations to worry about, means they must be marginally more powerful than the standard fighter bolt-on laser weapons.
Also slightly concerned why this was given a three day deadline over new years, to be honest.
The reason why size is partially coupled with armor is because of this little thing called structural stability. The bigger something is, the rougher it's frame and walls need to be to support it. So in theory you have ot build something more durable just to make it bigger. It's the same reasoning as to why scientist believe there are no more mega-fauna on land.This is why decoupling size from armor is what needed to be done for a new system.
Or maybe just cap the system at Tier 10, but then allow larger ships to take more HP worth of shields.
Yes, and external walls also bare weight, not all of it, but some of it. Which means the bigger something gets in most cases, the more durable the walls will become just out of necessity.@Syaoran
You're thinking of the inverse square law.
It means that you have to dedicate more of the object to structural stability the larger you make it. In other words you have to devote more of the weight of the object to its structure to make it equally as strong as something smaller.
ANd reponse to this, what you should be doing is asking if weapons with highly limnited ammo, get special allowances for being limited shots. Like asking if say a class 10 missile cost only as much as a 8 because it's only 1 missile. Or is a class 5 missile pod that can only hold for shots counts as a 4. Or the inverse and saying, how many single shot missiles that are class 10 can you buy for 1 class 10 point.Here's why bombers (and anything with missiles) sucks under the new system:
The 'per shot' rule means you can take a cannon or a single missile at the same damage output. There is now no point in taking missiles since the cannon's performance is so much greater.
You're also not going to be crippling a ship that you can't deal any real damage to.
Actually, it would only be thicker if it has a monocoque chassis. The modern method of building things tends to entail more heavy support frames, but with lighter panels in between. Mostly because the former is extremely hard to repair efficiently.
On the other hand, you could also argue using an armor penetration weapon against a civilian ship could just pass right through without doing any damage, due to the comparatively large amount of empty space inside.
Unless somebody is willing to put in some kind of bonus for explosive weapons against large but poorly armored targets, I'm not sure how to deal with that one.
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