GhengisRexx wrote:Having 1/1/1 weapons is fine, but from a design standpoint, one might want to limit the number of weapons to reduce the number of a b or c hits on the damage chart.
With this algorithm, 1 x 3/1/1 weapon will cost the same as 3 x 1/1/1 weapon. The ship with the higher number of weapons will be more survivable and there is no incentive to ever build anything but ROF 1 weapons. Here is a look:
Scenario 1
Given two 10 HS ships, one (Ship A) armed with 5 x 2/1/1 weapons and one (Ship B) armed with 10 x 1/1/1 weapons. They will have the same ORat and ComRat with the [ R*(P+1)*(D+1)/2 ] formula. Both (assuming no armor or shields) will statistically take 20 hits to destroy. Ship A with fewer weapons will have 1 weapon on the damage chart (1 in 6 hits will destroy a weapon) while ship B, with two times as many weapons, will have 2 weapons on the damage chart (2 in 6 hits will destroy a weapon). If both ships take 18 points of damage, ship A loses 3 weapons and ship B should lose 6 weapons. They should still have the same firepower.
Scenario 2
Given two 10 HS ships, one (Ship A) armed with 2 x 2/3/3 weapons and one (Ship B) armed with 4 x 1/3/3 weapons with the defenses as above (i.e. none). Again they will have the same ORat and ComRat with the [ R*(P+1)*(D+1)/2 ] formula. Now however, both only have one weapon on the damage track (1 in 6 chance of a weapon hit). After only twelve hits, Ship A is weaponless while ship B will still have two weapons.
All of this is assuming an even spread of dice rolls (which never seems to happen in the real world). But it seems to me that at best high ROF weapons have parity with ROF 1 weapons and in some situations, are less survivable. They are both equally effective against fighters but you have a better chance of keeping some ROF 1 weapons to shoot back with using this algorithm. This makes ROF 1 weapons superior to high ROF weapons and eliminates the reason to ever build high ROF weapons ever again.