go0gleplex wrote:Without running any numb-ers
but basing on relative performance experience, I'd think that it would be more suitable at 30%-35% (24) and 70%-80% (30) respectively. As the range increases, you have an assymetrical curve on performance/effect inclusive of the arc "effective window" geometry.
Let's all remember that, at least in the Starmada paradigm, range is not an isolated factor -- the speed of the unit is also involved. Thus, rightly or wrongly, a range-6 weapon mounted on a speed-9 ship is the same effectiveness as a range-9 weapon mounted on a speed-6 ship.
Therefore, a logical counter to long range is high speed, since theoretically they have the same impact on the game.
To paraphrase Jackie Fisher, "Speed is range." 
Whether or not this SHOULD be the case, I don't know. [MOVE+RANGE] was a simple solution in the pre-spreadsheet days (and one that has carried over to most of our other point costing systems), but it might be time to look at more sophisticated ones.
One thing I would NOT want is to have really jarring breakpoints; for example, is range 24 really 80% more effective than range 18, as Todd suggests above? (Assuming a 35% surcharge.) Thus, if the curve should be steeper, then maybe an exponential function like Ken provides...
RANGE^1.2 yields:
Range 6 = 8.6
Range 9 = 14.0
Range 12 = 19.7
Range 15 = 25.8
Range 18 = 32.1
Range 24 = 45.3
Range 30 = 59.2
Thus, range 30 is almost 7 times as effective as range 6.
Another approach might be to look at the number of hexes covered by the "cone" defined by a 60* firing arc at each range, expressed roughly by [X*(X+1)/2]:
Range 6 = 21
Range 9 = 45
Range 12 = 78
Range 15 = 120
Range 18 = 171
Range 24 = 300
Range 30 = 465
Just some thoughts... I'm still not convinced there's a problem, tho.