As I think I said upstream, I like the idea of missiles having a two-turn life - maybe 12MP, and having some negatives to hit on the second turn (diminished fuel load?)
I do confess a fondness for David Weber's Starfire books; while the idea of flushing off scads of externally-mounted missiles has its appeal, though, I'd like to avoid excessive MMS ;)
Thought experiment - here, I'm just playing with existing AT2 stats - not considering the badly-needed construction re-write. But for the sake of argument, let's run a Star League Whirlwind destroyer through the blender. Half a million tons, ho!
Okay, it's 2G/3G, so base MP 4, overthrust 6.
Armour - let's for argument's sake divide by 10. So I get front 5pt, sides (adding fore & aft before division) 6.5, round to 7; aft 4
Internal structure: again, for argument, SI/10 - here 55/10, or 6 points
Weapons: okay, remember all ground-scale weapons become point defence vs. fighters/missiles. Ballistics all get range 1, except for those with extreme range, which get 2. Beams with long get range 6, extreme 10.
So nose has
- four NAC-50s. That's 20 points out to range 1 (excepting against stationary targets, if we swing that way).
- 1 light N-gauss - one 15 becomes 2 points out to range 2.
- 2 LRM-20s, 8 ERLL, 4 SL - that's 110 total BT scale, therefore 11 in point-defence
Flanks have:
- 4 NL45s, which get 27 points damage in AT2 total? So that's a 3 out to range 10
- a light N-Gauss, for 2 out to range 2
- a light NPPC, for 1 (7/10, round up) out to 6
- 4 LPL, 6 SSRM-6, for (112/10) or 11 points point-defence
Rear has:
- three NAC-35s, for 11 points to range 1
- two LRM-20s, for 4 points point-defence
So let's see what this looks like, as a notional AT3 record-sheet:
Now this actually looks like something I could play a game with. There are some things I don't quite get - eg. two NAC-50s do 100 points capital damage (which I reduce to 10), but 4 NL-45s only do 27 damage. That's direct from p134 of TRO:3057R, mind you.
Apart from those massive (if point-blank) NAC batteries, it looks OK. PD damage is given at maximum TW damage/10, not the capital values whicch are /10 and then /10 again. But use of capital weapons against "snub fighters" is not what I'm expecting. I'd allow capital damage to be dosed out in 5-point chunks, while PD can be rolled on the cluster hits table, then maybe rolled out in 3-point hits.
Possible changes as a result of this: let long-range TW weapons have range 1, and increase ballistic ranges from 1-2 to 2-4?