- Ignore overthrust for now. If weapons range from (say) 2 for NAC, and (depending on type) 5-10 for beams, what ends up looking broken? What's the fastest WarShip or DropShip out there? If one can move more than 10MP, is this "broken" - remembering that the ship isn't "outrunning" a laserbeam, as much as leaving the targetting/tracking envelope?
To me "broken" would be units that can manage (without overthrust) to transfer completely from outside of one side of an enemy ship's targeting/tracking envelope to outside the other, using your beam range example, this would be a minimum of 21 MP.
Also looking at your range of 2 for NACs, I'd suggest bumping that up to 4 or 6. The short range seems to be based on the idea of realism creeping into play, and if we're doing something like that then missiles, being much more massive, would end up with very small movement profiles.
I also think that NACs and NGauss should be lumped into a single weapon type with varying damage codes. The idea of continuing to use chemically based reactions (even nuclear) to propel a projectile seems to be unnecessary - and as people have pointed out, really stresses the suspension of belief.
- Related question, how fast should missiles go? 6/9/12/+ MP per turn?
I would put their MP at 1 shorter than the max range of kinetic based weaponry. You just posted again, and I haven't read all the way through it, but to your first point, I like a little bit longer of a life for missiles, but not significantly more, I'd want it at about 3 turns, and have the capability of out ranging beam weapons by a fairly significant amount.
- Now as above, but add overthrust. So the Mjolnir can move up to 6MP, the Black Lion 10MP. Assume something like a limited number of "overburns" - eg. 6 per scenario. Given the greater movement rates, do we get bigger issues when the MP approach those range limits?
Short form, how balanced does that feel?
This feels mostly balanced to me, I would limit the number of "overburns" to a number equal to the safe thrust of the unit - or if construction rules allow for specifically deeper fuel reserves, add overburns based on the additional amount of fuel. Exampe: if normal engines remain at 6% ship mass per safe thrust, additional fuel reserves of 1% ship mass increase the number of overburns available by 1.
Totally separate point: I'm choosing to limit NAC ranges severely based on "time of flight". However, it is (I think) allowing for other characteristics for NACs:
1) Use for planetary bombardment. Should NACs be better than beams - possibly allowing for nuc or guided warloads?
2) Use against stationary/non-maneuvering targets - NACs should be able to be used against orbiting stations, or the like, at considerable ranges, under conditions (eg firing ship not maneuvering that turn)
Thoughts?
I answered part of this above, but as for your additional suggestions,
1) Yes, I think kinetic weapons should be better at striking ground targets than beam weapons, part of what makes me think this should be the case is how light traveling through different mediums is deflected, sometimes quite a bit - how things appear through light's deflection in water is a good example.
2) While realism pushes me to say that that sounds like a good idea, I'm not sure I like the idea of something being able to stand off outside the effective defensive range of a unit and pound it with undefendable munitions as far as the game goes. Ground-based targets are one thing, but orbital stations are another. Having something like this would pretty much negate the effectiveness of orbital defenses against large craft.