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Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Anyone have any thoughts about designing tanky ships? I find that even with a Solomon with lots of damage control it's not that hard for a heavy ship to be rendered combat ineffective, though the heavier the ship the more effort it takes to actually finish it off. Like, a battleship vs roughly its point value in heavy cruisers seems to lose pretty consistently simply because the more it gets shot up the less it's able to fight back in short order while one of the enemy cruisers is free to do whatever it wants without hindrance. Also embarrassing when an early shot plugs one of your reactors and your entire weapons array goes completely offline. Feels like designing something to take hits just doesn't work very well?

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Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
I feel like part of the issue is that shots often end up targeting and hitting the center of mass? Except that whole area may or may not contain critical systems, so even if you successfully gut the center of the ship you might not be hitting things like their engines or reactors or other systems necessary to keep the ship fighting, so repeated shots into the wrecked center don't really do anything because you've already burned out everything there. It's possible that trying to reposition to ensure that some other area of the ship gets the center of mass treatment could do the trick, but it'd be nice to have an option to tell your ships to try and target this or that specific part of the ship, if it's within visual range.

Though that might be a bit TOO overpowered if beam ships can basically cut out the engines of anything that isn't facing them directly head on at will.

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