Badenov
SOC-13
Except that it can. HG p 32, "Launch Facility: Ordinary launch facilities for a ship allow one craft to be launched per turn per 10,000 tons of hull." At 300,000 tons, that's 30 launches per turn.And then it can't, in HG, launch all its riders at once, nor pick them all up at once.
The only advantage for dispersed structures I can find is to skip paying the 10% tonnage thing to carry "Big Craft" internally, and I realize that's reading into the rules a bit. I based it on the quote "Big craft require tonnage equal to 110% of their mass in the ship" and because Dispersed ships don't carry the rider's tonnage inside the ship, I assumed that meant no extra tonnage needed.
.Admittedly, at 140,000 tons of riders, that's a pretty substantial chunk of hull and not an awful reason to go with Distributed hull.
So, three batteries knocked out and two, the last laser and the last missile, reduced from 9 to 0? (HG p 49, If the ship has only one battery of a type (including spinal mounts), a hit reduces its USP factor by the indicated amount.) That's a bit more resilient than you characterized, but still very squishy when you consider an attacker with hundreds of missile bays.Well, completely ineffective to prevent breakthrough.
Yes. Of course Ship Tactics isn't available as a skill until the character is pretty senior (as far as I can tell, I've been pouring through HG chargen nut I don't feel like I have the Tao of it yet), and then you have to get good rolls. But yes, even a 3 can make things easier. As long as the opponent doesn't also have it.Ship's Tactics-3 is enough to bump the hit chance to 1/36 (size A, Long range) and with penetration to 1/100.
Firing 100 Meson-N to disable one single screening frigate...
If there were a way, I would totally set up a pipeline where O-5's would train for about a year in ship tactics before they assume command of a ship (or before the XO tour for a preference). That'd give them, in the 'skill total = # of weeks to train' method, about a skill of 5. It'd be an advantage until everyone got on the bandwagon.
Missiles punish lack of armor, sure, but are super vulnerable to Dampers at TL15. Below TL15, yeah, nukes are brutal.Missiles are cheaper to punish lack of armour. And they are great at reducing the factor of enemy spinals by one step, making them noticeably worse at penetrating screens.
PA spinals kills small stuff & riders with expensive crits, winning the war of attrition, but that is perhaps more important at lower TLs.