This is relevant to the ongoing missile rebalance discussion, but I don't want to pull that thread too far off-topic so I'm putting this here as it is a shorter suggestion:Suggestion for ECM/ECCM rework:Currently, ECM/ECCM work as a +/- modifier to hit chance. That is,
Hit% = base_hit% + 10 * (ECM - ECCM)
This has a lot of problems, mostly when low base hit% is involved such as for reduced-size Gauss cannons or point defense scenarios, where even 1-2 levels of ECM have an outsize impact of completely negating fire.
I propose the simple rework of:
Hit% = base_hit% / (1 + ECM - ECCM)
(with appropriate bounding of ECM - ECCM). This means that ECM will never render a low-accuracy weapon useless, and makes electronic warfare investment most important for near-peer conflicts (i.e., pushing ECM research against an opponent when you already outmatch their ECCM capabilities handily will provide minimal benefits, rather than providing an unbeatable advantage as currently).
My physical basis for this is the idea of countermeasures as creating a decoy target. If we imagine, for the sake of gross oversimplicity, ECM 1 = one decoy, then incoming fire being split evenly between the decoy and real target gives a 50% effective accuracy reduction. The proposed rework is a reckless extrapolation of this concept.
As usual I am not married to any numbers here. For example, maybe something like
Hit% = C * base_hit% / (C + ECM - ECCM)
is preferable where C could be 2 or 3, etc. This means the effect of a single level of ECM is only a 33% or 25% (respectively) reduction in effective hit rate. We could also start throwing powers and roots around but I prefer to keep things simple if possible.
This is in addition to the current ECM effect against fire control ranges which I think is a good mechanic as it is and does not need to be changed.