mgb519 wrote:Except that he means that the skill roll now refers to the computer's ability to aim, not the minifig's, and because the computer is aiming prior, there result of a critical fail would probably in fact be reduced. Anyhow, I believe he's still only referring to a single roll.
Sure, the computer is now aiming, but the way it is written there is a skill check made after
the aiming roll as well. That's two rolls and two chances to critically fail as opposed to just one chance. I'm not super with statistics, but it doesn't seem correct that you increase accuracy by also increasing chance.
Here's what I mean. I've got a computer with 1d10 skill aiming. For the sake of argument, the guided rocket is MKII with UR: 4. All things being equal, a lock chance of 0.70. 0.30 chance to miss or crit fail. The same computer is also the firing mechanism (and has the multitask skill I'm assuming or it would have to wait til next turn to fire...) and so rolls another 1d10 skill roll. This second roll has a 0.90 success rate and a 0.10 crit-fail rate. Unless I'm mistaken in my math (which I might be), That brings the rocket's statistical chance of hitting to 0.63, which is less accurate than just taking a single skill check with a minifig with skill 1d10.
The only advantage I'm currently seeing is that locking prior to firing could potentially save ammunition over time (which probably isn't insignificant given the relative price of explosives).
You could just have a targeting computer for x amount of cp that can target an object in range. For every turn the computer focuses on that object, subtract -1 UR to fire the rocket at the target.