Warfare & fleet combat ideas
Perhaps too late, but still worth mentioning
These are purely warfare ideas, so I've put them into the appropriate forum.
1) Does the SIZE of the hull have any impact on the probability to be hit? To use another way to ask; is a smaller ship harder to hit? Since GCII uses dice rolls this could be reflected in a smaller roll for a smaller ship.
2) An even better system would be to "burden" the weapons AND ships with a roll weight. A smaller weapon should have a +to hit roll (and the bigger it gets the lesser the chance) and a smaller hull should have a -to be hit roll. Perhaps the some hull upgrades could add +to be hit roll if they make the ship bigger considerably.
This would also make the players use some smaller weapons later in the game to destroy the fighters.
3) Can a ship that guards another ship destroy incoming projectiles? So that you would use small hull ships (harder to be hit) for point defences (against missiles) and reserve the place on your capital ships for planet/capship weaponry and other shield types. This could make fleets much more profitable.
If the chance to hit is always calculated on ship/ship bases than I guess no. 3 is pointless. Which would be a shame becouse the optimised ships will be completely useless against a different foe. This would be completely unrealistic since in real warfare you usually can get rid of deficiency in one field by adding a countermeasure placed on another platform. Like having an AAA go with the artillery insted of mounting an extra AA gun onto the artilery itself.
My biggest wish would be to implement this combat into a space empire building game and thus create the best space game EVER.
to slug it out in GRAND style. I don't need to control them.
