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Originally Posted by vicky_molokh
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.
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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
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.
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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
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).
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Of course it does.
Quote:
Originally Posted by vicky_molokh
Either you're performing multiple Attacks, or not. Letting a person do 300 Attacks in a turn at full skill is kinda cheating, neh?
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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?)