So you think it would be ok for 6 Plasma Cannon shots in a row to completely miss fighters? Maybe even more if you're unlucky... That just sound completely bonkers honestly.
It will be, if it comes after fighters have their hull and armor halved.
Since you brought up Plasma Cannons as Anti-Fighter weapons, lets imagine you're
"chasing" a Heron with a Paragon that has four Plasma Cannons in its large energy mounts. Just before you can close the distance with your 0 flux speed boost, the Heron lets its three squads of Trident bombers loose. Normally, the first hit on the Trident overloads its shields, second one takes it out. If the decrease in defensive stats doesn't incorporate that the
"overload damage" from a Plasma Cannon hit would kind of punch through the Trident's shield, you'd still need two hits. Only now, since you're firing a large energy weapon, you have a 75% chance a shot
"doesn't hit".
You kind of have to aim a bit anyways because of the size of the bombers and the accuracy of the PCs, but now you only have a 6.25% chance to destroy a Trident in the first two shots. If I'm not completely mistaken with my maths from eight years ago, even if all 12 shots from a volley
"hit" the Trident, the 75% dodge chance would mean you only have an 84% chance of destroying it:
Tfw you have to google how combinatorics worked
e.g.
Chance to miss = 75%
Chance to hit = 25%
12 shots fired, 2 hit = 0.75^10 * 0.25^2 = 0.00352
Combinations are basically "First and last one hit, second and last one hit, third and last one hit" etc., so we have 11 combinations here
=> Chance to destroy with exactly 12 shots = 0.03872 because of rounding
=> Accumulated chance to destroy within 12 shots = 0.84162
If you also added that fighters can't dodge if they're overloaded and we'd say that the second hit after getting overloaded is guaranteed, then you'd already have an 82% chance to destroy the Trident with 7 shots. But yeah, pushing numbers about until I find something where I'd say
"Yeah that sounds alright" really makes me like the idea of giving the fighters evasive maneuvers more than pulling some magical percentages out of the air.
Expanding on the idea of some kind of a plasma jet burst to the side in order to dodge, you could give different fighters different versions:
- different accelerations based on tech-lvl and size / weight of the fighter
- limited charges that have to be recharged after getting called back at the carrier vs.
several charges that are recharged like the Phase Skimmer of a Wolf vs.
no charges but generates Flux like the Phase Skimmer of a Hyperion - larger fighters / bombers or low-tech ones can't use it with shields up vs.
smaller midline ones can, bigger midline ones still can't vs.
high-tech fighters and bombers can use it with shields up regardless of size