So a ship fires ten laser turrets and gets +9 to hit and +9 to damage.First only roll to hit per turret rather than per weapon.
Next, for each additional turret grant a +1 to hit and damage.
On the average, this is a guaranteed hit, I think, and inflicts at least 9 points of damage.
Any ship on the receiving end will have to have significant armor, or risk being a tactical kill.
That's not bad.
That is bad when a 100,000 ton dreadnought fires the equivalent of 1000 turrets at you. The concept is sound, but I definitely think there will have to be something like logarithmic jockeying going on.
A logarithmic curve also means a lower granularity for armor: it makes Level 1 armor meaningful, and Level 6 armor impressive.
Evaluate:
An unarmored Corsair (3GJ2) with four turrets rated 2-2-2-0-0 comes up against a small military escort (3GJ3), armor rating 1, and two batteries: A 3-3-3-3-0 and B 2-2-2-2-0.
Distance=3. Both ships fire all batteries, with the Corsair scoring two hits of two damage points each, and the Escort scoring one hit of two damage points.
Since the Escort has armor 1, one point of damage is absorbed at each location. If the two hits from the Corsair are in different locations, then they will do 2 - 1 = 1 point of damage each, which is annoying but not crippling. On the other hand, if the two hits happen to be in the same location, then they will do a total of 2 + 2 - 1 = 3 points of damage to one location, which could be quite serious.
Note that having more damage points (sort of like penetration) is much more valuable than simply having more hits, because the damage is concentrated on one spot.
Of course, the Escort will probably do its best to keep the distance at 4 instead of 3, in which case it would be safely out of the Corsair's range.
Evaluate:
The same Corsair meets up with a 5000-ton Escort with armor level 4. Unless that Corsair hits with three batteries at the same location, it's not going to be able to damage that Escort.
In short, the Corsair is in trouble.
Armor Thoughts
Along these lines, I'm thinking that each level of armoring requires something like 1/TL x hull volume per level.