The Engagement Range Guidelines section said:| 0.500 | 150,000 | This is the furthest any ship can reliably hit one another most of the time with STL missiles.((
“Missiles” in this instance is referring to any missile-based weapon system, such as mini-missiles, missiles, rockets, torpedoes, and so on.))
The FTL Combat section said:
- Combat while at FTL speeds is not possible in the setting.
- There are no FTL weapons in the setting, apart from FTL torpedoes.(("Torpedo" in this instance is referring to any starship-grade missile-based weapon system, such as missiles, rockets, torpedoes, and so on.))
- These torpedoes can use FTL to enter an area but must make their attack runs at STL speeds.
- The closest an FTL torpedo can get to a target before making its attack run is 150,000 kilometers (~0.5 light-seconds or ~93,000 miles).
- FTL torpedoes have STL velocities equivalent to STL torpedoes.
- FTL torpedoes cannot utilize their FTL drives inside a sun's Hill Sphere.
Missiles are a guided munition...... they're going to hit at far greater ranges then that.
The Engagement Range Guidelines said:| 3.000 | 900,000 | Maximum engagement range for non-missile starship weapons. Accurate shots are rare. (25% chance to hit)((A few weapons in the setting - such as Aether Shock Arrays - have longer maximum engagement ranges; “gun-based” in this instance is referring to any energy or kinetic weapon in the setting that isn't included in the aforementioned definition of a “missile.”)) |
0.500 150,000 This is the furthest any ship can reliably hit one another most of the time with STL missiles. ?
The missile's accuracy isn't effected by range due to it being a self-propelled and self guiding projectile.
I would remove any mention of performance or range limitations on missile capabilities due to the effectiveness of point defense being up to the GM...
...since we don't roll dice systems to determine it.
My only problem with this is the range. Unless those periods in the Light-Seconds are supposed to be commas, you're trying to make the ships duke it out effectively within a spitting range of each other.
While I can probably see this as some sort of fairness guideline so you are not blasted to kingdom come from half a system away, I'd like to make note that this hasn't seemed to be a hindrance before.
You don't have to be within visual eyesight to actually hit the target if you can't help it. The guise of combat, as in this setting especially, is to hit your enemy and kill him before he can kill you.
[...]
Even for the fairness in combat which is already something that doesn't exist IC, why would you want to make all of the IC range advancements obsolete?
[...] You want to be able to hit your opponent in the situation that he cannot hit you. Combat isn't fair, and will always lean with the people with the better technology and training.
As I have stated before, you need to remove the effective range limit on torpedoes/missiles, both in the chart and in the FTL section regarding their FTL approach.
GMs should be the ones to determine how close or far away FTL torpedoes begin their STL attack runs for their desired narrative effect.
More importantly, the portion in the chart is especially misleading, as it doesn't explain if it's due to point defense systems, or poor propulsion technology.
[...]
For the record, I do not appreciate Frost attempting to circumvent my authority as NTSE Mod. This could have been taken to PMs with either me or you or both of us at once.
The Missiles sub-section said:^ Light-Seconds ^ Kilometers((Values have been rounded for ease of calculation. 1 light-second = 299,792.458 kilometers.
)) ^ Notes ^
| 0.033 | 10,000 | |
| 0.100 | 30,000 | |
| 0.250 | 75,000 | |
| 0.500 | 150,000 | This is the furthest any ship can reliably hit one another most of the time with a STL missile. |
| 0.750 | 225,000 | |
| 1.000 | 300,000 | Hits are less common at this range due to point-defense, ECM, evasive manuevers, etc. (75% chance to hit)((Per individual missile.)) |
| 1.500 | 450,000 | (50% chance to hit) |
| 2.000 | 600,000 | Maximum engagement range for STL missiles. Missile hits are rare. (25% chance to hit)((Per individual missile.)) |
| 2.500 | 750,000 | |
| 3.000 | 900,000 | |
I know better than to escalate the situation, and won't rise to that.
As a tech mod, I've made my decision and have already made it clear.
[...] I'll defer to Wes to make the final call.
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