The thing is, even if it averages out on huge quantities of ships... what about people who use starships? What about the early game? What about a streak of bad luck where you have this decisive engagement where all of your bad rolls got stacked all at once and you miss every single shot? Luck can completely ruin you, even if it averages out quickly. I've seen it happen countless times in other games. Notably, board or pen and paper games. I'd burn all my great Pathfinder rolls on a shooting gallery, and miss every time in actual combat while the DM would score regular confirmed criticals. I've seen opponents with great figures in Heroscape, and yet they just lose because every time they attack they miss completely.
Sounds like someone needs a less random random number. Real random is a horrid Idea when it comes to video games, you need to use a custom random, which is less random than real random, and looks at previous rolls for new rolls.
~Shuffle Bag. Have a bunch of booleans in a bag, hit or miss. (20 of them?) And pull one out each attack. And when you use all 20 (5% threhholds) reset the bag and start over. Have one for each set of chances from 5% to 100%, and for each player, and whichever one applies, use that one. Will garentee that one of every 20 shots hits for a player. (Still not ideal, but you would have to attach data to EACH SHIP or at least ship Type, for the alternative)
Also, starships tend to have a lot of attacks.
~Bomber starships, and bombers, would have shield bypass ability. On account of them intended to counter hardened targets, and short range.
Hm, that's a new idea. Bring back the old shield mechanic, but interpret the resulting percentage as a multiplier to damage instead of a probability, putting determinism back into the system.
However, it still suffers from the other problem the old shield system had; hard to estimate at a glance what kinds of expected orders of magnitude of damage reduction would be getting in ordinary matchups, aka, not intuitive. (Remember, the tool-tip only helps so much, sometimes there are no enemy ships around that you can hover over, and the tool-tip won't help you with estimating how much damage you will be taking from the enemy ship, though the new reference tab in the stats screen helps somewhat).
Still, this seems like a viable new option to add to the growing list of proposals.
Yep, Hence why I had that secondary suggestion. If you cannot accept, even a less random random number, this ought still work. And the Random Factor was totally Unnessesary, since having a simple damage scale-down instead of chance to hit works just as well.
Also, While I didn't figure the shield scale on my own, it was on the wiki. However, I know it was simple to figure out closing the distance increased your chance to hit. Which made intuitive sense, as well.
The BIG question, however, is why hasn't anyone realized yet, that Radar dampening was put in to fill the void added when shielding was removed?
My Current Theory as to what the Equation used to be, is '% = (Range - Distance)/Shield' bound between 5% and 100%. At 'Range - Shield' distance, the % is 100% exactly, or at least it should be. Lightly shielded/armored craft, which Fighters should counter, have little to no shielding. Heavily shielded/armored craft have Plenty, and require specilists or lots of Dakka to take down. Bombers and similar anti-heavy should get shield bypass, and generally will be more effective on heavily armored/shielded targets. And, as the fun bonus part, Guard posts, any anything else with radar dampening become hardened shielded targets, with 20k+ Shielding, requiring either significant damage penelties, Shield bypass (Sniper) , or else getting dangerously close.