On Fri, Sep 12, 2014 at 6:42 PM, Ian Whitchurch <xxxxxx@gmail.com> wrote: > Regarding massive ships, in High Guard size was one of the primary defenses > of a ship - tonnage smaller than the weapon USP led to automatic crits. > > In FFS2, lasers were limited in megajoulage by TL, so having enough armor to > protect against lasers of your own TL is, in my mind, the dividing line > between real military ships and auxilaries suitable only for interacting > with civilians. As armor is a surface area thing, and surface area goes up > more slowly than volume, its difficult to get enough performance out of a > small armored ship. > > I can see 'Fighters' on an escort carrier still being a thing for piracy > suppression, but real military ships swat virtually unlimited fighters out > of space, as it's real easy to build ~600 MJ lasers that fire every thirty > seconds, and real hard to put weapons that hurt real warships onto a small > craft. Not to put too fine a point on it, and I'm not trying it start a version flame war or any thing, but I don't play CT,MT, TNE (shudder), T4 or T5, so what those rules say about a given topic are sort of, as I'm found of saying, orthogonal to the debate. I play MgT, and if I wanted to I could make ship killing LAC, ala Honor Harrington series with out to much work. Might be pushing it to call them a fighter but a 50 dTon small craft could carry two shipping killing weapons (to include a pair of torpedoes, but would be defenseless after launch.