The only way to have enough missiles to be guaranteed to hit is to have more missiles than the total number of shots all the target's point defense weapons combined can fire. This is infeasible. Each point defense laser can potentially fire hundreds of shots at incoming. Usually most will miss, but it depends on the situation--more incoming missiles means more will be hit! If a launch fired enough missiles to overwhelm a point defense gun entirely, the missiles would have to be so small they'd bounce off its hull like raindrops.
The only situation where you can expect an alpha strike of missiles to be able to overwhelm a warship that's ready for battle---as their opening move--is when the defending warship is outmassed by the fleet of missile boats by some big multiple... and if that's the case, it would have been cheaper to send a smaller number of more conventional warships to do the same job, so it's not a problem. (This is assuming that the balance remains the same regardless of tech level, which isn't strictly true, but I don't want to add that dimension into it right now.)
Another way of putting it is, if this were a real problem missiles would be the dominant weapon in the setting. They're not. Therefore missiles can't do this, because point defenses work sufficiently well that missile-heavy designs are forced out of the main battle line and into niche roles. We should be reserving them for those niche roles--torpedo bombers, artillery support, shock weapons. Any missile cruiser design should be assumed not to be able to defend a comparable warship that is not a missile cruiser in a straight-up fight, as a rule. That's all we need to do.
We want-
We need-
We should-
I don't intend to come across as mean, but this is the foremost reason why I don't relate with the concepts you're offering. You envision an idea, and you seem pretty certain it's a winning equation, but I don't see it.
Because you haven't shown me it might work. So, we end up with this monumental task, and with no idea of how to get started to make this successful.
Navian, if you want to sell this, you'll have to build this foundation. I sure am not in your head, seeing how that's the answer to our problems. It's not like haggling around in the NTSE and basing on precedents is exactly new.
I feel like it has to be said too often than not: Do not bring up points that do not directly have to do with a submission and its contents. You're starting side conversations that can have their own threads if need be, but they don't really need to be in this thread. What needs to be here is constructive commentary (I think Frost even said this in the OP) about what could make this better.
So far I haven't heard exactly what makes this submission bad, just that some people don't want it or have their own ideas for submissions.
[...]
The thing is, excessively complex and heavy rule-sets are only going to get in the way of why we're all here; to roleplay. I know Frost put a lot of work into this, but this is only going to make things that much more difficult for players to make tech, and my job that much harder as a tech mod, and it's already an unpleasant job to begin with.
This, to me, is not too complicated or too bloated. I even did the math for the fighter loadout example, though it should be pretty intuitive as it's just adding and multiplying by two if you look at it the right way. So, I read it, even fact-checked it, and found it to not be too bloated.
However, I think Navian is on to something, though, as Fred pointed out, they haven't quite gotten there yet. Right now, it looks like the primary issue would be the nature of missiles and how they are used. Though it was my own fault that the 8 Weapon rule was initially implemented out of similar and very same concerns, I don't think it's the way forward.
Rather, I suggest something else entirely regarding missiles in specific; why not define the nature of missiles directly? Attack this problem at the root? I see some people worrying that such a barrage of missiles is massively OP, but I don't see that at all. I mean, you can just shoot them down; even the Mass Effect-verse has the G.A.R.D.I.A.N. system. A massive barrage of missiles that blots out the local star might be intimidating, but not if it's suddenly swept aside by countermeasures. When that happens, the tables are turned, and the guys that just launched them all need brown pants.
Basically, what I'm suggesting is that we specifically define the SP and Shields that missiles can use in relation to their damage output. It simply and efficiently gets rid of the missile problem in its entirety I believe. Though this may leave some concerns regarding torpedoes, considering their Star Trek origins and style, I simply suggest that they are beefy, powerful and tough to the point they give no f*ks, travel in simple paths, and can only be stopped by a lot of firepower so most folks don't bother and just take it. And like a Neko Girlfriend, are ultra high maintenance/expensive. In this suggestion that I make, missiles are simply a trade-off. Where directed energy and even kinetic projectile weapons are more expensive than their munitions, missiles are more expensive than their launchers.
You do run the risk of breaking the bank in return for its potentially huge payoffs if it all hits, but that comes with the aforementioned limitations.
To be honest, I think both should remain viable.
The missile destroyer is a specialized ship with specialized weapons and can be countered with a similar platform; the PT boat on steroids. Basically, a point defense ship, though, even normal ships can simply hunker down together and combine their fields of fire to ward off missile destroyer barrages. Meanwhile, the torpedo wielding fighter-bomber itself gives us a very, very, very important and classical mechanic that can be played on both sides by the players.
I leave for a bit, and this is what happens.
Look, I honestly think you guys are making mountains out of anthills when it comes to this. The DR Limitations are cumbersome, a hassle to deal with, and when represented in roleplay, can even feel unnatural. Especially when designs start showing visible signs of being curbed by some unknown, unspoken, godlike commandment from an IC perspective.
The thing I fear the most is something that is the antithesis to RP; some sort of PvP game mechanic, complete with squabbling devs who can't decide on what the ideal balance will be...which is what all of this is starting to shape up to.
Worse yet, it seems like when people aren't overthinking, they're under-thinking. I'm sorry if I come off as offensive Syaoran, but if a boss opens up with an epic missile barrage, there's a lot you can do to come out on top. As fellow sci-fi geeks and nerds, I like to think we've all been in that situation and managed to come out of it alive.
Again, we need to keep the solution to potentially OP stuff simple and easy to work with, otherwise we're all going to basically end up tripping over everything and getting bogged down by a rulebook that's heavy enough to crush our ribs. Since missiles seem to be the main concern of this proposed DR change, I suggest just further defining the nature of the missiles themselves; what they are capable of, and their limits.
Everything falls into place once that's done, and they're nowhere near as scary as some of you seem to think they are.
The only thing wrong with it, as a player or a potential tech submitter, is that it adds a layer of rules I don't need.
It tries to do the same thing the previous attempts did -- it removes power from the NTSE while adding a layer of finite detail players don't require. You could argue that those points don't qualify as "something wrong with the submission", but the checklist provides the exact point on which I argue this submission fails:
[ ] Needed and/or useful to the setting
It isn't needed. DRv3 covers it well enough.
It isn't useful. It adds finite complication where none is needed.
That rule is subjective, I know. That's what NTSE mods are for: thoughtful, subjective reasoning and rules application. They are trusted with power for a reason.
Unless their vision of submissions moderation equates to no moderation outside of rules, the rule addendum is unnecessary and not useful.
As before, the above is said with great respect to Jaegerman, who time and again submits exhaustively linked, pointedly researched material. I believe his heart always is in the right place -- the overall health of SARP.
Thanks Doshii. I think you summed it up very well.
Though Frost worked hard on this article, it doesn't provide what the site needs, and instead would give it something detrimental. Because of that, I suggest stopping with this one, and trying again at square one, but from another angle and using different techniques.
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