> Remember that this is a game, and that size and range 
> modifiers and skill levels are game mechanics, not real-world 
> numbers. So when you want to rebuild the rules, you have to 
> revisit those numbers as well, because they have been 
> selected to work with with the game mechanics and skill 
> levels. Holding that kind of debate belongs into a Basic 
> playtest, while I'm trying to analyze how Vehicles does (or 
> doesn't) work.
> 
> So for me, the Basic rules stand as written. Observations 
> regarding the old 3E Vehicles might end up in a letter to the 
> people who write 4E.

I think part of the problem with the "numbers" is that it really does depend
upon the motion of the object as far as jinking movement as well as lateral
movement (relative to the shooter) as well as relative motion.

Take for example, a missile homing in on your ship while you're trying to
fire merrily away at it hoping to down the missile.  If it isn't jinking -
estimating the proper range and leading the missile's flight is a wee bit
easier than if it were jinking.  If you missing a stable incoming missile,
you either miss high or low.  On the other hand, a jinking target, allows
you to potentially miss not just at the 12 and 6 O'clock positions, but also
a narrow band surrounding it for all clock positions.  Sure, you have the
narrowest profile you're trying to hit, but also the tightest "volume" of
space to miss by.

Contrast this with the lateral view of the missile.  You have more apparent
volume to strike, yet you also have more volume of space to miss by -
ESPECIALLY if it is jinking as well.

My point is - using the largest dimension+1 (which if I recall correctly, is
the standard practice for 3e) seems already to take this into account.
Whether you're shooting at the incoming missile frontally and it is easier
to hit because of the motion, or you are firing at the missile laterally and
you DO have the largest dimention to hit - seems to be work out on average.
Seems to ;)

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