Details, please:
- what size of hardpoints
- what are the ship's stats? Speed, agility?
- what kind of power plant and distributor do I have available?
- what can I put on in terms of shields and armour? -> contributing to what would a viable engagement range be?
- also contributing to engagement range: what's the hardpoint placement, i.e. what kind of convergence can I get and which/how many hardpoints can be engaged simultaneously?
- which of the game engine's limitations/settings will limit the amount of simultaneously avaialble ammunitions/projectiles in flight? What would this limit be?
Problems include:
- 100 HPs would be a very big ship, which implies an agility comparable with a capital ship, i.e. effectively stationary. So you'd need turrets. And the more turrets you can get to converge on one target, the smaller the angular coverage will be - worst case, if you can get all turrets to converge on the target in front, you have zero coverage to your back. And since you can only turn in terms of geological cycles, any enemy that can get behind you can stay there and happily chip away at your shields/armour forever.
- only a subset of weapons can be turreted, and those usually have (unengineered) an effective range of about 500...1000 meters.
A counter to such a ship would probably something like a class 4 long range railgun (with an integral heatsink, probably, so maybe only 10 shots available).
I'd love to see, though, something in the FdL/Mamba class - 300 tons, size 6 PP/PD, reasonable agility and speed - with ~10 small HPs, which will be set up with phasing SRB cytoscramblers