Alright, I can't help myself.
Point 1. The important word in 'science fiction' is FICTION. Star Trek is not hard science. It's not even somewhere near the left field of hard science. Somewhat hard science fiction is much harder than Star Trek. Star Trek is a very soft science fiction. Since we're all here, we all like it anyway. Please keep this in mind when we start talking realism. Technobabble is a Star Trek invented term, and it was invented because most of what Star Trek does dosen't make sense to Physically minded people, and that the writers really don't care.
Point 2. I would address the argument for Delta AV and the importance of Delta AV.
First, Cleaven is right, Delta AV is what, in the area outside this screen known as reality, makes a moving target hard to hit.
Secondly, I would put forward a reason why we will use discreet values instead, at least for the time being.
Whatever happened to the US initative FAADS (Forward Area Air Defense Systems (my apologies, if I got the acronym wrong, i'm just too lazy to check it)) and the several brain childs that came from it, such as the Sergant York?
Well, they failed. Why? The computers we're using can't target a hostile with sufficently intresting Delta AV if their life depended on it.
Calculating delta AV in a real time setting is beyond the brains of most computers, from evidence. Why on earth should we expect a overworked programming team that has to deal with graphical programming, interface design, and an endless horde of changing tools try to create a solution to a problem that the Defense Department hasen't figured out? (contrary to public opinion, I belive that the defence department would like their missles to hit just as much as anyone else)
But I suspect that what Cleaven wants is much simpler, such as a negative modifier to hit dependant on the current value of delta AV.
Even so, there is one tiny problem. This takes computing power. Not alot, but if you program, you'll probably agree that it takes a whole lot more computing than an set of discreet values (IE, a static array(and yes, dammit, ignoring swapping and thread issues, and what ever else you can come up with at a sufficently low level that muddies the waters; gimme a break already.).)
Let's take a simple combat between three ships. Each pair of ships have a different relative delta AV. 6 possible calculations. Not too bad.
A ship launches 3 groups of fighters. Each group of fighters has a different relative value of delta AV. Presuming that they're not traitors and won't attack their carrier, that's 12 more AV calculations.
Oh oh, a ship just let a scatterpack burst. Assuming that both the opposing ships can fire on each of those 6 missles, that's another 12 (assuming we don't take into account the delta AV of the target the missle is hitting when it hits, which would be another 6 calculated on impact)
Regardless whether this is accurate or i'm an idiot and this is a bit off, these calculations take time. Quite a bit of time. Time that isn't spent updating your 19" screen (that usually needs to be updated far faster than I want to think about). Time that's not spent showing you cool blasty graphics, or blaring out cool tunes.
Faking AV? Programmers can do that. Real AV? you're joking, right? RIGHT? And for any of those fans of AV, it's probably faked with a table of discreet values too; There is no change in how it's actually calculated, it's just the *look*
To conclude the delta AV point, it can also be faked with a table of discreet values. Tables are nice, friendly and fast. Calculations that potentially involve irrational numbers are as unfriendly to a base processor as you can get.
Point 3, SFB is not reality. Let's deconstruct another principle: That 1 unit on the tatical screen equals 10'000 km. Has anyone ever wondered if this was true, or took it from the mouth of Sulu that it was?
As much as I like Sulu, I did my own test. I simply timed how long it took at speed X to cover .1 of a unit, or 1 unit if I was moving fast. Then I flew over another ship, and given the time it took, calculated how large that ship should have been.
In this game, if 1 unit indeed equals 10 000 km, a D7, from stem to stern, is about 200km, making it slightly larger than the movies and published 'technical' manuals. (if you wish to take this test, drive slowly and get the other ship to sit still. I found that the distance is usually 0.02 from very rough estimates; i'm not anal enough to use a clock to demonstrate this.)
To put another nail in that coffin, I recall from SFB that a speed of 11 or so is warp 1. Let's be less generous and simply ask the question; If a value of 1 = 10 000 km, do I ever fly faster than light speed?
Light speed is about 3 million meters per second, or 300 000 km per second. this is about 30 units. Has anyone ever crossed 30 units in a second, regardless of set speed? I can't even do it at game speed 11.
Let's come about to the final and first point I made in this post, that the important word in science fiction is FICTION.
Remember, all that you see is an illusion. The shapes made in a graphical design program look good, but the construction of those images are but shortcuts of what one would actually see.
My point? Tatical simulators intrest people NOT because they're realistic; No tatical simulator can be realistic, for if there is a computational shortcut, a way to shave off five lines of code, a method where a value need not be accessed every time, programmers will take it, like it, and be very happy with it, for we will not have the computing power to simulate real life anytime soon. Fake real life? That's just around the corner. Simulate real life? that's a different beast altogether, and what a beast it is.
Tatical simulators intrest people because the rules that they do follow ARE INTERSTING, OPEN AND TASTEFUL.
By intresting I mean the rules played engage one's mind, regardless of complexity; Even checkers is an intresting tatical simulation, if you can find out what the game is truly playing at.
By open I mean that there is no set pattern to winning, no set of procedural steps that always result in what you want. Walking is not an intresting tatical simulation because of this.
Tasteful is where most of the arguments come from, for by tasteful I mean the rules and idioms placed in one's mind, by prejustice, education, or culture, that ONE EXPECTS TO SEE AND POSSIBLY EXPLOIT. To date I have never found a real time tatical wargame satisfactory because of the way infantry is treated; This is simply my opinion.
Others hate the SFC 3 cloak, as they see it as unbalancing, a superweapon if you will. There's nothing in reality that prevents someone having a superweapon (then again, a true superweapon is quite hard to make), but these people expect balance, and expect it in their favor (or at least a bit more in their favor than it is now, a chance if you will).
Some people want some sort of AV. What does this mean? They expect that manuver matters in combat resolution, that a big slow object is easier to hit than a speedy small one. A perfectly logical statement if not scrutinized too far.
Try not to make a monster out of details and cut to what they really want when they say something. Someone wants AV? They want to be able to hit a starbase more easily than a frigate, in the sense that a moving small ship is probably at most times harder to hit than a immoble, enormous starbase. How one decides to implement the change is irrelavent, so long as the effect it has is what one desires.
Should targeting be made harder according to AV or delta AV? I don't think Nanner cares, as long as the effect of a small ship being harder to hit than a big ship is maintained.
Perhaps more time should be spend desconstructing why everyone liked what they did in each game, and why they didn't. Labels are nice, but in this place where nothing exists except the weak magnetic signatures we put labels on, we can become easily confused as to what we really mean.
Remember there's life outside the corners of your screen (or perhaps ON them if you're to lazy to clean),
Holocat.
Note: Most spammy post *ever*