hundvig wrote:Now I'm really confused. Isn't a larger weapon die type less accurate but more likely to pentrate, and vice versa? That should make beams d4-d6 weapons if they're supposed to be highly accurate, while "dumb" cannon shells should tend toward the d10-d12 end of the range, right?
Alright, I didn't explain something sufficiently.
'Fire Control' is a seperate value that the SHIP has, and is not associated with any one weapon on said ship, it's useful with ALL the weapons. Well, as I originally posited/intended:
Ship rolls to hit - every weapon that's 'in range' hits, but we have yet to determine if the weapon damages the target.
THEN you roll the weapon dice to see if you penetrate....
Having the SAME die for 'to hit' and 'penetration' limits the gun selection more than I had intended, but it's something that COULD be done, not that I had intended that.
hundvig wrote:Hell with it. Why not just define weapons as active/passive and kinetic/energy as desired and forget about making any given die type a specific sort of gun? I'm sure you can find some sort of handwave to justify any particular combination of accuracy/penetration for any type of weaponry, anyway. For ex, a d12 railgun could just throw a single big hunk of iron, while a d8 railgun might throw a cloud of smaller penetrators, and a d4 railgun might chuck a relatively low-velocity smart shell that can vector in on the target.
The 'weapon types' isn't cast in stone. It was actually a passing thought (well, in my mind) that several of you latched onto...sorry if it's just confusing things. Those dice I gave were only to penetrate, not to determine if the weapon hits the target...
That being said as to what I intended, I can see your point.
hundvig wrote:For that matter, why not decouple accuracy and penetration completely? Assign a weapon both stats seperately, so you could have a d12/d12 supergun, or a cheap d4/d4 popper.
THAT is a distinctly GOOD idea. I have to remember what the ship is rated for and roll dice for the FC anyway, FC dice for each weapon type isn't a bad idea...it doesn't add to the die rolls.
I can see doing your '2 weapon dice' idea, and dropping the KEB concept entirely...
Other ideas to throw out for consideration:
--Rather than KEB, how about having 'screens' only effecting energy types (available at lower Tech levels) and useless vs 'slugs', armor useless vs energy types but fuly effective vs 'slugs', and shields effective vs each, and only minimally available at high tech levels?
--should weapon damage drop off with range? Only Beams spread...would this just unnecessarily complicate things?
Those attending, what say yee?