Here are some thoughts on the previous 3 posts:
Ranges for different missile types:
I really like this idea, particularly your analogy to the AIM missiles Rich. Heat Seekers and Radar Guided should have different max firing ranges since they acquire targets differently. The only thing I'm not sure about is requiring a target lock for the radar guided missiles; don't beepers and seekers fulfill this already? Wouldn't restricting
the maximum firing range fulfill the lock requirement? Requiring closer firing ranges would help to even out the odds if someone wanted to load up and dump missile barrages, particularly against larger ships. Make them enter into the kill zone of the larger vessels if missile salvos are to be used. Some thoughts on ranges are:
-Heat Seekers- max 6-8 units range for target acquisition
-Radar Guided- max 10-12 units for target acquisition
-Beepers- possibly 8-10 units max range, since once they hit a target, it's painted for the duration. Do we have duration limits for beepers? I don't see them in the rules. Seekers could follow the Radar Guided rules?
Flak:
-This is an interesting idea, although I think
flak should be line of sight only, or at least have dumb-fire missiles if that's the route chosen. Limited range is a must IMO, but maybe having a blast radius at the range limit would work?
Off turn PD:
I'm not sure this would be a positive change for game play. I understand the desire to protect the big ships, but allowing off-turn firing, particularly if the off-turn defense is allowed to fire first, would
swing the pendulum too far towards the big ships and make them impenetrable fortresses. Here are some thoughts on why:
-Don't we already have point defense capabilities? The PD Lasers and Chain Guns already fire twice if in defense, and can be staggered in range depending on size of laser. Perhaps we could remove the half-damage penalty on the chain guns if firing against missiles?
-IMO, allowing for off-turn firing rewards poor tactics. There are already a slew of defenses that can be used against fighters and to bolster large ship defenses; mines, shield projectors, chaff/flare clouds. In real fleets, the larger vessels have dedicated, smaller supporting defense vessels. A class 2 or 3 dedicated to each large ship can provide an array of defensive capabilities to augment the ship it's escorting (mine ship, shield ship, chaff/flare ship).
-Perhaps boosting the hull
points, or adding defensive bonuses, for the med-lg vessels would be more helpful, by allowing larger ships to tack on some extra defenses. I know it's particularly disappointing to outfit a big ship with the long-range, heavy hitting guns they were made to carry, only to realize there's only a few points left for armor or other defenses. Adding a few extra points for defensive measures, while limiting the firing distance for missiles would help to equalize the discrepancies we have now.
-I think this was also part of the rational for limiting squadron size; to prevent death blossoms of missiles against the
larger ships. Besides the first game, we've had class limits on all the subsequent games. If someone wants to load up on fighters, they'll soon learn the limitations inherent in that.
-Allowing for off-turn point defense also automatically eliminates several unconventional tactics that can be used against med-large vessels, since getting anywhere close to them would result not only in being automatically fired upon, but being fired upon before it's your turn, on your turn! That seems incredibly unfair to me. A good layered defense is the best offense against fighters. Isn't that part of the game
play; you have to balance offensive and defensive capabilities? There should be some kind of weakness or vulnerability for each class range. Plus, we've really only barely scratched the surface of tactical variations in our current rules.
Just some food for thought...
Steve