By Mike Raper (Raperm) on Sunday, January 26, 2003 - 12:07 pm: Edit |
Jeff,
I agree with all except one 2X phaser. A phaser V will be a 1-space, offensive phaser. The VI is a half-space, and would be signifigantly cheaper. (I do agree that we don't need a 2X ph-2...the 1X ph-1 will work nicely for that.) Having offensive/defensive phasers is just a part of the formula, and I don't want to totally abandon it...at least, not for everyone. I can see the Feds, Gorn, Roms and ISC using just one, but the Klingons and Kzintis would almost certainly keep the defensive phasers on their ships, I'd think. I agree with everything else, though.
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 12:36 pm: Edit |
But would there be any situation where putting one ph-5 be less effective than 2 half-space ph-6?
By Mike Raper (Raperm) on Sunday, January 26, 2003 - 12:39 pm: Edit |
Sure. You can take a phaser hit and destroy the P5, but it'll take two hits to take out the same space worth of P6's. That's one reason that using them has advantages, especially if you only want them for defense.
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 12:51 pm: Edit |
What if the ph-5s could take a point of damage and still fire as a one-pulse ph-6?
If we're reinforcing the hull to absorb damage, why not reinforce the phasers?
By Alex Chobot (Alendrel) on Sunday, January 26, 2003 - 12:53 pm: Edit |
How would you design/mark the SSD to note such?
By Loren Knight (Loren) on Sunday, January 26, 2003 - 12:55 pm: Edit |
The Ph-V will be able to fire two Ph-6 in Aegis mode only. But two separate Ph-6s can fire at ships and will probably do more damage that a Ph-V.
Ph-V max damage= 10
Ph-6 max damage= 6 (? this is what was decided...in general?)
XPh-1 still fires Ph-3s in aegis mode. Mike R. I agree except I could definatly see the Romulans continuing to employ the XPh-1 in a manner like the Klingons would (as auxillary defencive weapons, suplementing the Ph-V). It's less expencive than the Ph-V and could be mounted in places where a Ph-V might be problematical. Like on engines or in SH/FH modules. And considering the typical Romulan Economy...
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 02:00 pm: Edit |
Alex, two boxes per phaser.
By John Trauger (Vorlonagent) on Sunday, January 26, 2003 - 02:12 pm: Edit |
Jeff,
Bad idea. How do you distinguish between 2 side-by-side phasers and their component boxes? Also it takes up potentially excessive SSD real estate.
You do something that is easily recognizable, such as a diagonal slash or a box-within-a-box.
Also, X1/X2 has a lot of phaser mounts. I see no reason to reduce the impact of damage to phasers since we have some kind of ASIF to cusion damage.
By Loren Knight (Loren) on Sunday, January 26, 2003 - 06:54 pm: Edit |
I posted a repair cost of 6 for the Phaser-V. X2 cruisers will have a Dam Com top rating of 8 so it will be a lot easier to repair phasers. With that rating a cruiser could actually repair nearly the entire forward array.
Cruiser with 8 Damage Control
Ph-V | Repair | |||
Turn# | Ph-A | Ph-B | Ph-C | Ph-D |
1 | 6 | 2 | 0 | 0 |
2 | R | 4 | 4 | 0 |
3 | R | R | 2 | 6 |
4 | R | R | R | R |
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 08:27 pm: Edit |
Quote:Lazy game designer's?
MJC, if you don't think any of our ideas are worth anything, then why don't you write up the whole X2 module, playtest it, and mail it to SVC.
To everyone else:
I think the X2 design should be based on the following:
same phaser for everyone
Rapid arming phasers mean everyone can use the same type of phaser. It's flexible enough for offense and defense.
Reduced number of systems.
The X2 ships should be designed for increased cruising range. Rather than looking like the upgunned X1/BCH/CCH, the X2 ships should be similar in size to the Y140-Y165 era ships. They get more firepower from better systems, not more systems.
one turn photons - full strength
We can't turn back the clock on the photons. 12 point one-turn weapons are here to stay. I don't think it's unreasonable that 16 point one-turns would show up in the X2 era.
Faster disruptors
This is more for playability than technobabble. One turn photons vs. one turn disruptors = too close to a mirror match to be enjoyable.
Quote:I agree with all except one 2X phaser. A phaser V will be a 1-space, offensive phaser. The VI is a half-space, and would be signifigantly cheaper. (I do agree that we don't need a 2X ph-2...the 1X ph-1 will work nicely for that.) Having offensive/defensive phasers is just a part of the formula, and I don't want to totally abandon it...at least, not for everyone. I can see the Feds, Gorn, Roms and ISC using just one, but the Klingons and Kzintis would almost certainly keep the defensive phasers on their ships, I'd think. I agree with everything else, though.
Quote:But would there be any situation where putting one ph-5 be less effective than 2 half-space ph-6?
Quote:Sure. You can take a phaser hit and destroy the P5, but it'll take two hits to take out the same space worth of P6's. That's one reason that using them has advantages, especially if you only want them for defense.
Quote:What if the ph-5s could take a point of damage and still fire as a one-pulse ph-6?
If we're reinforcing the hull to absorb damage, why not reinforce the phasers?
By Loren Knight (Loren) on Sunday, January 26, 2003 - 08:56 pm: Edit |
MJC: The reason to enter the two turn arming cycle is that each turn you don't have to spend as much power. A good firing oppertunity doesn't present it's self every turn. That is an advantage of the Fed now (i.e. X1). They can fire in one turn for a high energy cost of bide their time and take two turns using less energy on the turn of firing (possibly putting it into movement of shields or what ever.) It is a great advantage that the Feds can arm as in: 2+2 (instead of 4) or 6+2 (spending only two energy during the attack run armed with full OLs).
You don't need a bigger war head to induce a player to use the two turn arming cycle.
Klingons gain this advantage as well now that they can hold their Disruptors. Arm on the off turn the hold them, freeing up power on the attack run.
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 09:41 pm: Edit |
Quote:MJC: The reason to enter the two turn arming cycle is that each turn you don't have to spend as much power. A good firing oppertunity doesn't present it's self every turn. That is an advantage of the Fed now (i.e. X1). They can fire in one turn for a high energy cost of bide their time and take two turns using less energy on the turn of firing (possibly putting it into movement of shields or what ever.) It is a great advantage that the Feds can arm as in: 2+2 (instead of 4) or 6+2 (spending only two energy during the attack run armed with full OLs).
Quote:You don't need a bigger war head to induce a player to use the two turn arming cycle.
Quote:Klingons gain this advantage as well now that they can hold their Disruptors. Arm on the off turn the hold them, freeing up power on the attack run.
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 09:52 pm: Edit |
Quote:There is a very real possibility that these vessels will become eggshells with sledgehammers.
Quote:It'ld be better to increae the size class ( without changing the MC ) and say that the increased cruising range comes from being larger rather than being more efficiently designed.
Quote:One turn full 16 pointers is something that could happen but if we went there then we REALLY should have a stronger two turn arming Photon cycle, this is not turning the clock back, it's moving the technology forward from the current position.
Quote:I'm a Klingon X2 player and I just discovered the Mizia...don't you think we should find something better than rapid pulsing of Disruptors.
Personnaly I'ld rather just have shield smasher weapons
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 10:27 pm: Edit |
Quote:
Quote:It'ld be better to increae the size class ( without changing the MC ) and say that the increased cruising range comes from being larger rather than being more efficiently designed.
I don't like increasing the MC. From a game perspective, MC = ship class. MC 1 has always been a heavy cruiser.
Quote:And you're worried about eggshells with sledgehammers NOW? Wait till the Feds get 4x24 point torpedos against 30-40 point shields and a cruiser hull. You won't even need to hit with all 4. 3 x 24 would do more than 4 x 16, and it's a lot easier to hit with three torps than four torps. So how can you balance that against X1? 16 points a turn and increased range is less of a game breaker. Remember, with the Feds, the enemy is more maneuverable, and thus more able to pick the range.
Quote:Look at my disruptor proposal.
It gives the disruptors the flexibility to Mizia or Smash.
With the 8 impulse delay between shots, you can still fire one shot every 2 impulses for the Mizia.
By Mike Raper (Raperm) on Sunday, January 26, 2003 - 10:28 pm: Edit |
Quote:One turn full 16 pointers is something that could happen but if we went there then we REALLY should have a stronger two turn arming Photon cycle, this is not turning the clock back, it's moving the technology forward from the current position.
If one turn 16 pointers come to be then we'll need two turn 28 to 36 point warheads to give players a reason to choose to enter into a two turn cycle.
By John Trauger (Vorlonagent) on Sunday, January 26, 2003 - 10:41 pm: Edit |
24 total is about the limit from my perspective.
Fast-load for 16 sounds OK too.
Even if you're assuming a warp power in the 60's with 10 other power, the high end of X2, 32 is almost half the ship's power.
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 10:58 pm: Edit |
Quote:I'm lost. Why does allowing the 2X ship to fast-load a photon to the it's normal "high" of 16 points necessitate giving them the ability to do 36 points over a two turn arming cycle? It's a decent improvement, with nothing to break the game, IMHO. And I can think of one reason to not do it in one turn; it's expensive! Figure 8 points per tube, at four tubes...that's 32 points, out of what, fifty or so for an XCC? That only leaves 18 points for movement, and at 2X, 18 is way, way to slow. I doubt I'd fast load full overloads in one turn, except maybe at the beginning when I had the time. In the middle of the battle, I don't think I'd want to slow down to do it unless I had too. It's a great option, though, and workable for 2X. I just don't see the need for a 24+ point photon warhead...but maybe that's just me.
Fastload Power | Fastload Warhead | Improved Power | Improved Mix Warhead |
4 | 8 | 2+2 | 12 |
4.5 | 9 | 2.5+2 or 2+2.5 | 13 |
5 | 10 | 3+3 or 2.5+2.5 or 2+3 | 15 |
5.5 | 11 | 3.5+2 or others | 16 |
6 | 12 | 4+2 or others | 18 |
6.5 | 13 | 4.5+2 or others | 19 |
7 | 14 | 5+2 or others | 21 |
7.5 | 15 | 5.5+2 or others | 22 |
8 | 16 | 6+2 or others | 24 |
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 11:10 pm: Edit |
MJC, how can you increase the size class without increasing the movement cost? That makes even less sense than what I thought you said the first time.
Quote:Oh sure, but if we run around with Uber-phasers and don't have matching Uber-weapons then we run the risk of exactly the thing that happened with X1 that made it unfun.
The dominance of the the phaser at R5, except in this case it all be R8 Phaser shots.
Quote:Regular Overload Damage from disruptor split up by 8 impulses is going to harder to hit with then the Overloaded PPD and her R8 limit and Miopic Zone.
Sure it won't mizia the gut out of the enemy but think about all the Feds can can get to R4 whilst you're still waiting for your weapon to cycle.
Quote:I'm lost. Why does allowing the 2X ship to fast-load a photon to the it's normal "high" of 16 points necessitate giving them the ability to do 36 points over a two turn arming cycle?
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 11:16 pm: Edit |
Quote:24 total is about the limit from my perspective.
Fast-load for 16 sounds OK too.
Even if you're assuming a warp power in the 60's with 10 other power, the high end of X2, 32 is almost half the ship's power.
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 11:23 pm: Edit |
Huh?
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 11:39 pm: Edit |
Quote:MJC, how can you increase the size class without increasing the movement cost? That makes even less sense than what I thought you said the first time.
Quote:I'm lost too. Is it my imagination, or is MJC getting hysterical in his posts?
Quote:Huh?
By John Trauger (Vorlonagent) on Sunday, January 26, 2003 - 11:43 pm: Edit |
I'd prefer the Tholisn D be the only exception to the rule.
The other exception is the Old X2 cruisers who were all SC 2 and had a MC of 1.
By Jeff Tonglet (Blackbeard) on Sunday, January 26, 2003 - 11:45 pm: Edit |
Quote:You'll have to be a little more specific if you want an answer
By michael john campbell (Michaelcampbell) on Sunday, January 26, 2003 - 11:48 pm: Edit |
Quote:That's what my 2-box phasers are for, as well as the SIF. It stiffens up the eggshell while reducing the sledgehammer's power. 8 ph-5 at 2 boxes/phaser, or 12 ph-5 at 1 box/phaser. My idea has less firepower, but more survivability.
1 | Cap only |
2 | Cap only |
3 | Cap only |
4 | Cap only |
5 | Phaser and Cap |
6 | Phaser and Cap |
By John Trauger (Vorlonagent) on Sunday, January 26, 2003 - 11:57 pm: Edit |
MJC,
KISS problems.
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