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Old 12-03-2014, 02:20 PM   #28
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Is spaceship armor useless?

Quote:
Originally Posted by vicky_molokh View Post
Ah. Well, for me it was: not all settings have missile combat decided by more dakka; some focus on needing to switch to evasive manoeuvring or something.
Those settings, insofar as they have technical assumptions at all, have technical assumptions so far from the ones underlying Spaceships that tremendous changes to a bunch of fundamentals are clearly needed to represent them.
Quote:
Originally Posted by vicky_molokh View Post
Speaking of Tactical, it produces one funny advantage for missiles: it essentially grants them a +2 sAcc by allowing even Rear Fixed Mounts to be used in attacks against front-arc enemies.
Fixed mounts provide no benefit for ballistic weapons. That +2 is only for beams. (Unless you count being allowed to use the whole battery as a single high-RoF weapon as a bonus, which I don't.)
Quote:
Originally Posted by vicky_molokh View Post
That being said, much of the dV dancing and kiting depends on what engines are available for ships and what engines are for missiles (upscaling/downscaling isn't always trivial).
Of course it does.
Quote:
Originally Posted by vicky_molokh View Post
Either you're performing multiple Attacks, or not. Letting a person do 300 Attacks in a turn at full skill is kinda cheating, neh?
I don't particularly see that it is, no. Although that may be influenced by the fact that I can't imagine how the actual ballistic attack could involve much realtime participation from the missileteer. (Well, it could with outright remote-piloted missiles, but then it would be impossible to control more than one at a time regardless of whether they were in the same salvo.)

(You capitalized Attacks, but I don't think there's really an applicable word-of-art here. If there is, can you point it out?)
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