Chrono. You cannot sit on both sides of the fence. Your comments about heatsinks and plasma cores are based on an extrapolation of what we see in FS2. Your comments on why munitions don't explode rejects a similar extrapolation.
And yet you also ignore some things that we ALSO see in FS2. Bombers don't go boom. Even when they collide. And the supply ships, they don't go boom either. I've blown plenty up personally, had them blow up in my face, shot out while reloading, colliding and killing them. But they don't go boom with even enough force to kill me in my myrmidon, much less a large capital ship.
The ONLY time munitions explode when shot at is when they're actually in flight. And if you read the technical database, it says that the bombs WON'T arm until you get a lock (for more than one weapon in fact). While I've interpretted as to say that the fuse won't go off unless you got the lock, perhaps I got it wrong and that it won't arm and the warhead doesn't explode at all if you don't.
1) Carriers would be able to jump out at the first sign of trouble. Nothing in FS2 suggests that jumping is very accurate or quick unless special precautions are taken. Think of all the escort missions that would have been much easier if the ships simply jumped in at the node and then jumped out again immediately.
And again you ignore what I've pointed out in the campaign. There has been many cases where a quick jump would've been lifesaving. However, I've never even suggested the use of the jump drive for really shortjump (at least not in this thread). I suggested that they use the shortjump drive to just GET AWAY. This requires only one factor: speed.
Now before delving into that. I've pointed out two cases where the dialogue suggests that subspace shortjumps ought be be RELATIVELY (that is, not extremely) accurate. What I mean is that, given proper coordinates, a shortjump shouldn't land you 5 km from the intended point. If we be really conservative then you could say that 2km is a reasonable distance (the fact that the NTF jumps in at about 2km in the very first mission, every single time, supports this).
Even when the Psalmtik jumped in 9km away from us, the conversation was that of surprise and troubleshooting why that happened.
A lot of the SOC missions have either you, the rescuing forces or the "rescuing" forces jumping in within 3 km of you (usual much less).
Now, why can't you even consider the possibility that a quick jump to get away is possible? In any case where it occurred in FS2 (not FS1 since the technology seemed to have improved) you've dismissed it. While I realize that in many points of the story a quick jump to get away would've simplified thing, this does _not_ include a really shortjump to get closer to a node. This is not an example of a quick jump to get away.
So kindly show me other missions where is was shown to be impossible to jump out quickly since you've dismissed my examples of how it _might_ be possible out of hand. Since I'm using the existentalist argument, you will have to prove it's impossible.
@aldo_14
Precisely my point. I've revised my argument somewhere up there to say that destroyers ought to focus on anti-capital weaponry and armor (and even be somewhat smaller).