Plus, you're making the disadvantage of using the wrong defense even more disadvantageous.
Let's say you have a ship with (using D&D terminology) 4d4 - 4 laser damage. And let's say you have an enemy vessel with 1d13 - 1 armor.
The armor is effectively reduced to 1d4 - 1 (3 defense). Under the old rules, the 12 laser damage would have had a 3/4 chance of hitting. Under the new rules, the 4d4 - 4 laser damage would have almost a 100% chance of hitting. In order for the 1d4-1 defense to work, the 4d4-4 roll must, in the best case, come up with 2 1's and 2 2's on the d4 rolls. The average (which is the predominant value on 4d4-4) is 2.5*4 - 4, or 6. My armor is made almost entirely useless. |
I'm sorry to say, but your example, using 4d4-4 and 1d13-1 is like getting 4 vertically challenged people to shoot a giant with a bazooka, it makes no sense. Even worse, you say in the paragraph right afterwards that more dice is better, in D&D. If you realize that, then at least have the decency to compare 4d4-4 lasers versus 4d4-4 defenses.
Now, to take it a bit further, I disagree completely with your point simply because there are 1d26 - 1 weapons and only 1d11 - 1 defenses. I'm pretty sure since you have pulled out the D&D math that you would realize that defenses would benefits more than weapons, simply because you will put more defenses on a ship than weapons (because they are smaller as well) due to averaging. If you can't design your ship right and it blows up, that's not my fault.
As for wrong type of defense, I'm not sure how you can come up with that conclusion. 2 x squareroot of (4) is always better than the squareroot of (8). In this case, you end up with 4 versus ~ 2.8, granted, that's the maximum, but I don't know about you, but that seems to me to be an
advantage for wrong defense types. Smaller, in this case, really is better.
Plus, your system would penalize non-laser weapons even more because of the above point I just made. Lasers would always be low-damge dice, but more of them, while larger weapons would be high-damage dice but less of them. Any D&D player knows that a 2d6 weapon is better than a 1d12 weapon, since it selects its average more often, thus having more consistent damage. Consistent damage for lasers would make them an even better choice over the other weapons. |
Okay, let's say if you could fit a tiny ship with a 1d25 - 1 Blackhole Erruptor, or 2d13 - 2 Positronic Torpedo (wrong stat, I know, but it's for comparison only), what would you put? In a D&D sense, a natural response would be, Positronic Torpedoes, simply because they average better (even if less powerful). But this isn't D&D! For example, let's say you go up against someone with 24 PD in a 3d9 - 3 setup, NOW which one would you chose? If you're playing the averaging game, then you wouldn't be able to scratch the opponent with your 2d13-2 Positronic Torpedo, so you have to get "lucky". So, is it easier to get lucky with 1 dice or with 2 dice? In a case like this, where the ship is small, it is better to have
fewer dices, simply because your tiny ship will die in the next round anyways, so you want to be lucky. Plus, with fewer dices, your "lucky" would be luckier than if you use more dices. Where as, in bigger ships that can survive, you will want many dices to take advantage of averaging.
This is why I don't think my suggestion puts missiles in any disadvantage to beams, it's all a matter of when and how to use it. Although I do recognize that this introduces an interesting game play mechanic, between "lucky" design for tiny ships and "average" design for capital ships, I find it making sense because tiny ships tend to be suicidal against large fleet and really does have to rely on that "lucky" factor.
I don't understand why people want a "fairer" system. The attacker advantage is very important to the balance of the game. It dictates exactly how you should fight, and it works very well for how the combat system works overall.
Defense should be offense. That's the way the game was designed. If you don't like that, you can do something like what was suggested, but don't expect that to become the game's overall design. |
You may like it, some people don't. The problem isn't whether it's "fair" or not if everyone uses it well, but when the game is singleplayer only (don't get me wrong, I don't like multiplayer either), and the AI just doesn't realize that you have to strike first to win, or just can't compete with your 20 speed ships, and you can pummel the AI with this offensive first strike all game like a punching bag, it doesn't seem right. This is why people will refer to it as "not fair", at least I do anyways. So yes, I don't like how the AI can't take advantage of how the game dictates you should fight and always lose, so I give everyone more HP in the hopes that it will have some chance. I never said that I expect it to be the game's overall design, because this is easily moddable, so I couldn't care less (unlike combat mechanics). I was only offering suggestions to those who feels the same way I do about pummeling the AI senselessly using gameplay mechanics that the AI doesn't have a clue about.