IIRC, Steve's said there's avionics requirements in Newtonian Aurora.
Newtonian also probably is aiming at much lower numbers of bigger missiles though.
True as far as I know. I really think that controls on total missile handling through the fire controls will be simplier to implement though.
Hmm, I regularly shutdown AMM ships with tech at or even a little below the tech I'm facing.. at least against AI designs. Against NPR's I'm controlling it's much more difficult, and should be. The primary counter is to maintain a standoff engagement and have more magazine depth. At near parity of tech it is difficult, not impossible just difficult, to have ASM's (without armor) that require an average of 5-6 AMM's to intercept. At that ratio it is quite easy to run AMM ships magazines dry long before the ASM's ships run dry.
Err well here's the thing. If there was a beam weapon that did 1,000,000 damage at 2,000,000 km, it would still be shutdown/countered by shooting enemy ships with missiles. Said beam weapon would still be imbalanced.
In what way is that relevant to the conversation?
In other words, countering AMMs with ASMs doesn't matter to whether AMMs vs ships are balanced. I don't think anyone believes AMMs are too good at missile interception.
Didn't say that was the only counter, just the most obvious one. The balance is that there are several ways to counter a system. It would only be imbalanced if there wasn't one.
Don't forget the important "same BP" qualifier. Equivalent-BP equivalent-research AMM ships can usually knock down every missile an attack group can throw up with AMMs to spare, but they aren't usually left with enough AMMs after to really go to town.
Haven't forgotten a thing. The discussion is about systems performance not industrial capacities. Even so, when comparing roughly equal cost ships I find that well designed dedicated ASM ships outperform dedicated AMM ships. In the first couple of tech advances AMM's do have an advantage. but once both warhead and reload rate advance past this level the advantage swings to the ASM platform. They can simply deliver more concentrated damage faster.
P.S. You have to have pretty imbalanced tech to get '5-6' AMMs per missile. Space 1899's "Whitehead II" AMMs have only about 18% chance to hit versus "Whitehead" missiles. But that's because the British have 30000 RP in Max Engine Multipliers, 35000 RP in Ion engine tech, 7000 RP in missile warheads, and only 3000 RP in Missile Agility. So they have very fast missiles and crappy AMMs. And that's without taking Grade into account.
I'm not going to reverse engineer the 1899 missiles (in detail) for this discussion, but your cost figures are off.
For demonstration purposes the tech available for missile design is (all 4th level):
Ion Drive .6ep per msp (24,000rp)
Fuel Consumption: 0.7 Litres per Engine Power Hour (7,000rp)
Maximum Engine Power Modifier x1.75(x3.5 for missiles)(7,000rp)
Fusion-boosted Fission Warhead: Strength: 5 x MSP (14,000rp)
Missile Agility 64 per MSP (14,000rp)
With this tech I commonly have a:
With this tech I commonly have a:
size 4 ASM speed 29,400kps/warhead 5/500l fuel for a range of 75.5m/km and tohit of 98% vs 3,000kps* targets. (BP cost 2.72)
size 1 AMM speed 29,400kps/warhead 1/34.75l fuel for a range of 8.1m/km/agility 6(manuover rating 16) and tohit of 16% vs 29,400kps targets. (BP cost .7277)
*3,000kps being the speed of ship with 25%hs to ion engine without a max power modifier appliedThat's roughly 6 AMM's to intercept the matching tech ASM. Both are optimized for speed. The ASM can actually be tweaked for a higher speed than the AMM can match at the expense of operational range.
Leaving the ASM alone and optimizing the AMM for a better % leaves it with a tohit of if 19.7% (roughly 5 missiles to intercept) but has it slower than the ASM, meaning that there is enough of a speed gap that the will be whole salvos of ASM's that don't get intercepted at all because of Aurora movement mechanics.
This is the basis of the 5-6 AMM's per ASM. No, it doesn't take crew grade in as a factor, only ship systems.
Tech being used is a long way from being "imbalanced".
Not so "popular" at all. It just happens to be the starting point for this entire thread...
Last time I checked, fewer that 10 have commented in this topic in favor of this and the majority of them have been on the forum less than a year. That's a very low percentage to be claiming it as a "popular" notion.
On reducing damage done by missiles Steve wrote the following:
Only a percentage of damage would be applied. This would remove the advantage of having missiles of certain warhead sizes.
alex you have a very bad habit of taking a small portion of a post to quote out of context to make your point.
Missiles are very good tactically but they are weak strategically. If you play any long campaigns against substantial enemies, you are going to need beam ships.
Even if missiles are overpowered tactically, that doesn't necessarily means you have to correct it. In modern naval warfare, which is the basis for Aurora, missiles are the primary weapon, although there are many different types, just as in Aurora. They are backed up by guns and point defence systems, as well as shorter-range anti-missiles. A hundred years ago, large calibre rifled guns were the primary weapon. A hundred years before that it was large cannon broadsides. There is always going to be a primary type of long-range weapon.
Armour already requires extra weight per layer, as each extra layer uses a surface area measurement for the ship that includes the previous layer.
I have been considering a different way of dealing with the small vs large warhead question. It's possible ships could suffer shock damage, which would result in a chance of a system being damaged without the armour being penetrated. The chance of shock damage would increase with larger warheads, with the increase being greater than just linear. Another potential change is to increase warhead strengths but have missiles detonating some distance from the target. Only a percentage of damage would be applied. This would remove the advantage of having missiles of certain warhead sizes. Proximity of detonation could be a tech line, with better proximity detection resulting in a higher percentage of damage.
Steve
When looked at in context of the entire post Steve is not talking about reducing damage applied to armor at all.