Re: New to Starmada
I don't think anyone has said anything about the long ranges being broken. What is needing a bandage job is how effective they are. I mean, you're going up in 3 hex increments in range to 18, then you make a double 6 hex jump.
So instead of merely 3 or 6 hexes potential difference in range which can be made up in a turn or two, you have 6-12 hexes of potential difference in range that can, dice rolls to the good, literally decide the battle before the opponent can even get in range.
Flanking may seem like a viable option but the geometry is simply against you in this instance because you have to cover 30 hexes to cross from one point of the arc to the other whereas the firing ship only needs to make a one facing turn. Splitting forces divides fire, and splitting multiple ship forces further divides fire...however, the smaller the ship the easier it is to destroy. Smart money concentrates fire on a single target (targets if multiple in multiple arcs). It's a better chance to get in close on the big guy...but, well, bugs on a semi comes to mind.
The best option, if you have table space, is to send in swarms of small craft and keep your main ships out of range until the big guy is softened up. :twisted:
I'd rather see the points value tweaked than additional penalties applied honestly. The penalties could start to throw the point value computations off worse than a surcharge effect or the original issue warrants. Math is a science of numbers and order. Tactics are a science of human (or not so human) nature.