By Aaron Gimblet (Marcus) on Wednesday, February 12, 2003 - 09:04 pm: Edit |
Im not much married to going any direction with the Photons... though id prefer 12-24 just too keep the OL crush the preferred Photon Use. Lets keep Photons Photons. The other plus side is that with a smooth 50% increase in firepower compared to X0, we can fairly easily review and 'guesstimate' our changes to other heavies.
By John Trauger (Vorlonagent) on Wednesday, February 12, 2003 - 09:53 pm: Edit |
All we have to do is agree on a standard of comparison.
By Tos Crawford (Tos) on Thursday, February 13, 2003 - 12:34 am: Edit |
The biggest problem I have with photons is their ability to do incredible crunch while held using very little power. I don’t support going beyond 16-points for a full overload and instead offer these compelling upgrades.
Key:
Turn 1 max power [+ Turn 2 max power [ + Hold Power ] ] = Warhead, range limitations and notes
X0:
1) 2+2=8 Standard
2) 2+2+1=8 Held Standard
3) 4+4=16 Overload, range 8 max
4) 4+4+2=16 Held Overload, range 8 max
X1 adds:
1) 4=8 Fastload Standard, range 15 max
2) 6=12 Fastload Overload, range 8 max
X2 adds:
1) Photons can be armed with dial-a-torp warheads between 4 and 16 (warhead = 2 * input).
2) Proximity fuse gives –2 to hit at all ranges and all warheads for half damage. Proximity fuse is always installed and firing method is selected at time of launch rather than EA.
3) No EA distinction need be made to differentiate a fastload and a multi-turn load. In X1 (XE4.5) photon loading requires a notation describing type in EA.
4) 5=10 Fastload Standard, range 30 max
5) 6=12 Fastload Overload, range 12 max
6) 8=16 Fastload Overload, range 8 max
Advantages of X2 photon:
1) Improved range for 10 and 12-point torps (30/12)
2) Improved proximity fuse
3) Improved dial-a-torp warhead settings
4) Eliminates cryptic EA notations required in X1
These changes provide significant enhancements to the photon without resorting to boosting the warhead. If you still feel you need a boosted warhead then I would propose that warheads between 17-20 be allowed but require reserve warp to complete and be non-holdable.
7) (two-turn load totaling 8 input power) +2 reserve = 16 point overload with 2 reserve warp added when fired to boost warhead output to 20. Range 8 max, non-holdable.
8) (two-turn load totaling 8 input power) +2 hold +2 reserve = 16 point held overload with 2 reserve warp added when fired to boost warhead output to 20. Range 8 max, non-holdable.
By Jeff Tonglet (Blackbeard) on Thursday, February 13, 2003 - 01:02 am: Edit |
Here's a radical idea:
For X2: revert back to the X0 photon, but with only one exception: eliminate the hold cost.
By michael john campbell (Michaelcampbell) on Thursday, February 13, 2003 - 01:13 am: Edit |
Quote:The biggest problem I have with photons is their ability to do incredible crunch while held using very little power. I don’t support going beyond 16-points for a full overload and instead offer these compelling upgrades.
By Tos Crawford (Tos) on Thursday, February 13, 2003 - 09:50 am: Edit |
MJC: The ship you describe in your above example would likely have a BPV in excess of 600. Come back down out of the clouds. Forget X2 vs. X2 duels; please, I implore you. Our challenge is finding a balance between X2 and X0/X1/XP. I'll keep an open mind to 24-point photons if you can show me an example using X0 where it isn't unbalancing. Assume I'm flying a 200 BPV C7 and give me an example where a fair duel could work.
By John Trauger (Vorlonagent) on Thursday, February 13, 2003 - 03:36 pm: Edit |
Tos,
If the photon gets no damage upgrade, no heavy weapon does.
The increased capacities you list come down to eliminating the prox photons' considerable myopic zone (and thus allowing overloaded proxies) and giving the photon a limited R12 overload and a full-16 fast-overload. The rest appears to boil down to hand-waving.
This would be great if the Fed was a saber-dancer because these are all mods that conduce saber-dancing.
The Fed isn't a sabre-dancer.
The photon's forte is crunch power at the cost of accuracy. That's what makes a photon a photon. This IMHO demands a warhead increase. Minimum increase would be 20.
By Tos Crawford (Tos) on Thursday, February 13, 2003 - 05:23 pm: Edit |
"This would be great if the Fed was a saber-dancer because these are all mods that conduce saber-dancing."
Thank you. That was indeed what I was striving for. X2 ships are too valuable to risk being crippled or destroyed during the trade wars.
By Aaron Gimblet (Marcus) on Thursday, February 13, 2003 - 05:32 pm: Edit |
Tos... assuming no other changes to the hull (not the case, but our anticipated final vessel is rather more than 200 BPV, too...) Isnt the fight your describing not all that different from a non-shocking BCJ vs a C7?
By John Trauger (Vorlonagent) on Thursday, February 13, 2003 - 07:34 pm: Edit |
I'll second that concern. Here's another.
If everybody's a saber-dancer, doesn't that limit rather than open up tactical options?
War is not a game for the meek. If your strengths are diving in there and dropping a sledgehammer on someone, you're best off going with it.
I think a Hydran Admiral said that.
By Christopher E. Fant (Cfant) on Thursday, February 13, 2003 - 07:40 pm: Edit |
Trying to make the Fed a dancing ship will ruin the fun of the photon, as well as just making it a Klingon with Photons.
The photon is designed to annoy at long range and kill at close range. There really are no other settings.
Trying to say an X2 ship is too valuable to risk in combat is like saying the CVN Enterprise too valuable to risk in Combat.
They are ships designed for war.
Sure, the phasers will give them a longer effective range, and upgrading the prox torp will let it be even more annoying at range. But a Fed should never be a dancing ship.
By Jeff Tonglet (Blackbeard) on Thursday, February 13, 2003 - 08:31 pm: Edit |
What if we declare the 1-turn fast arming as too expensive to maintain on a multi-role ship.
Rapid-arming photons works well enough on a dedicated warship that wasn't supposed to survive 3 years anyway.
But it's too much of a maintenance headache for multi-role X2 ships (and I'm thinking of the DDs and CLs, not just the CA)
Then, we can scrap X1-rapid arming, and go back to the photon we all know and love (to hate).
With one or two exceptions:
Increase in warhead strength
Elimination of hold cost
By Tos Crawford (Tos) on Thursday, February 13, 2003 - 10:12 pm: Edit |
"Trying to say an X2 ship is too valuable to risk in combat ... too valuable to risk in Combat. They are ships designed for war."
That's really the ideological point isn't it? X1 ships are designed for war. In most of the timelines proposed X2 ships are designed for peace.
By michael john campbell (Michaelcampbell) on Thursday, February 13, 2003 - 10:15 pm: Edit |
Quote:MJC: The ship you describe in your above example would likely have a BPV in excess of 600. Come back down out of the clouds. Forget X2 vs. X2 duels; please, I implore you. Our challenge is finding a balance between X2 and X0/X1/XP. I'll keep an open mind to 24-point photons if you can show me an example using X0 where it isn't unbalancing. Assume I'm flying a 200 BPV C7 and give me an example where a fair duel could work.
System\Ship | C7 | XFA |
Generated power | 44 | 28.5 |
HK | 4 | 2.5 |
EW | 6ECCM | 7 ECM |
Recharge BTTY | 6 | 3 |
Heavy Weapons | 16 | 12 |
Recharge Caps | 4 ( planing on another oblique ) | 4 Planing to rapid pulse down drones ) |
Power for movement | 4 | 0 |
Quote:"This would be great if the Fed was a saber-dancer because these are all mods that conduce saber-dancing."
Thank you. That was indeed what I was striving for. X2 ships are too valuable to risk being crippled or destroyed during the trade wars.
Quote:Tos... assuming no other changes to the hull (not the case, but our anticipated final vessel is rather more than 200 BPV, too...) Isnt the fight your describing not all that different from a non-shocking BCJ vs a C7?
Quote:Trying to make the Fed a dancing ship will ruin the fun of the photon, as well as just making it a Klingon with Photons.
The photon is designed to annoy at long range and kill at close range. There really are no other settings.
Trying to say an X2 ship is too valuable to risk in combat is like saying the CVN Enterprise too valuable to risk in Combat.
They are ships designed for war.
Sure, the phasers will give them a longer effective range, and upgrading the prox torp will let it be even more annoying at range. But a Fed should never be a dancing ship.
Quote:What if we declare the 1-turn fast arming as too expensive to maintain on a multi-role ship.
Rapid-arming photons works well enough on a dedicated warship that wasn't supposed to survive 3 years anyway.
But it's too much of a maintenance headache for multi-role X2 ships (and I'm thinking of the DDs and CLs, not just the CA)
Then, we can scrap X1-rapid arming, and go back to the photon we all know and love (to hate).
With one or two exceptions:
• Increase in warhead strength
• Elimination of hold cost
By Kenneth Jones (Kludge) on Thursday, February 13, 2003 - 10:40 pm: Edit |
Quote:We should start from the point of veiw that the X2 Photon can and will do everything that the X1 Photon can...it should be taken as a given.
By Jeff Tonglet (Blackbeard) on Thursday, February 13, 2003 - 10:51 pm: Edit |
Kenneth, what about the Linux Photon?
By Kenneth Jones (Kludge) on Thursday, February 13, 2003 - 11:25 pm: Edit |
By Tos Crawford (Tos) on Thursday, February 13, 2003 - 11:37 pm: Edit |
Good attempt at comparison, but I’ll still pick a few nits.
Why does the Klingon get to use an ECM drone and the Fed not get one? The one shift the Fed gains should dramatically reduce the Klingons damage output.
In your EA example for the turn after fire are you seriously suggesting that the X2 ship plot zero movement and the C7 plot a movement of 4? That isn’t terribly probable.
If both ships did what you predicted then the turn 2 EAFs would look like:
Fed: HK+EW+Photons+Movement+Excess = 2.5+8+6+11+0.5 = Speed 31 (or 32 if allowed)
Klingon: HK+EW+Disruptors+Movement+Reinforcement = 4+5+16+19+1 = Speed 18
I’m assuming turn 1 the frigate spends pumping up his photons to full strength and using sufficient reinforcement to block any long range disruptor fire.
Why did the Fed get to range 8 with the Klingon? The Fed will fire its 24-point photons at range 10 and have no reason to see range 8 of the Klingon. Klingon takes damage, Fed doesn’t.
Why is the Fed launching drones at the Klingon? They won’t hit and you would be better served by using ADD shots at his 4 drones.
Why are you using average damage? Rhetorical question but had both 24-point torps hit we would be looking at an unhappy Klingon.
This terrible monster of a frigate you created has a 50% chance (if you narrow salvo) of putting a big hole in the C7. If I understand the C7’s center warp capabilities correctly they are not available for movement which means the two warp hits you will likely get will drop the C7 to a max speed of 29. The frigate now totally controls the tempo of this game and can only loose by becoming impatient.
On an open map you would need a 240 BPV C5 to give the XFF a run for its money. Fresh out of DNLs? I fear the C10 at 300 BPV will fare about as well as a C7. The B10 should be competitive and make the Fed sweat, if it can get lucky firing through the EW shift over several turns while keeping the down shield safe from P5 fire. An ISC DN (240) should be able to take it down too.
A 50% chance to win on turn 2 while taking no damage in return is not balanced. The reason it isn’t balanced is the 24-point photon. If the two photons both hit anything smaller than a battleship the Frigate wins. I don’t even want to contemplate the BPV of a 3 photon DD.
This is a perfect emample of where a playtest report is worth 1000 words.
By michael john campbell (Michaelcampbell) on Friday, February 14, 2003 - 12:24 am: Edit |
Quote:Why does the Klingon get to use an ECM drone and the Fed not get one? The one shift the Fed gains should dramatically reduce the Klingons damage output.
Quote:In your EA example for the turn after fire are you seriously suggesting that the X2 ship plot zero movement and the C7 plot a movement of 4? That isn’t terribly probable.
Quote:Why did the Fed get to range 8 with the Klingon? The Fed will fire its 24-point photons at range 10 and have no reason to see range 8 of the Klingon. Klingon takes damage, Fed doesn’t.
Quote:Why is the Fed launching drones at the Klingon? They won’t hit and you would be better served by using ADD shots at his 4 drones.
Quote:Why are you using average damage? Rhetorical question but had both 24-point torps hit we would be looking at an unhappy Klingon.
Quote:This terrible monster of a frigate you created has a 50% chance (if you narrow salvo) of putting a big hole in the C7. If I understand the C7’s center warp capabilities correctly they are not available for movement which means the two warp hits you will likely get will drop the C7 to a max speed of 29. The frigate now totally controls the tempo of this game and can only loose by becoming impatient.
Quote:This terrible monster of a frigate you created has a 50% chance (if you narrow salvo) of putting a big hole in the C7. If I understand the C7’s center warp capabilities correctly they are not available for movement which means the two warp hits you will likely get will drop the C7 to a max speed of 29. The frigate now totally controls the tempo of this game and can only loose by becoming impatient.
Quote:A 50% chance to win on turn 2 while taking no damage in return is not balanced. The reason it isn’t balanced is the 24-point photon. If the two photons both hit anything smaller than a battleship the Frigate wins. I don’t even want to contemplate the BPV of a 3 photon DD.
This is a perfect emample of where a playtest report is worth 1000 words.
By Tos Crawford (Tos) on Friday, February 14, 2003 - 12:37 am: Edit |
Your photon proposal wasn't specific and I assumed range 10 overloads were included with your 24-point warhead. I grant that the difference between range 8 and range 10 is somewhere between significant and huge.
My analysis was based on range 10 photons with a 1-3 to-hit. When used in conjunction with 24-point warheads its too much. With a range 8 limit both sides have the potential to cause damage, making the proposal less lopsided.
Curious, with all the discussion on extending the overload range of the photon, why do you choose larger warhead over increased range or increased to hit?
By michael john campbell (Michaelcampbell) on Friday, February 14, 2003 - 12:48 am: Edit |
1) We need something that drags the X2 vessel to overload range in order to avoid the fact that trading Standards for overloads will be a BIG change.
2) The output or sweetspot of the Ph-5 at R8 is 3.5 points of damage so going to ( P-VBa I think you might call it ) range 8 for the Figate isn't a silly move, even if it does put you into range of the C7's disruptors.
3) Since the Phaser have a much longer reach, the X2 can dance better than rugular ships so why allow it to dance and overload.
If the Ph-5 has a sweetspot of R6 then I might still be calling for R10 overloads but it's probably a whole lot of BPV-percentage just to confine all vessels to one particular tactic.
If I got to choose between Caps-to-SSReo + 5 Point BTTYs + the A.S.I.F. and R8 Overloads
Or
R10 Overloads and none of the pother special things then I'ld take the R8 overloads because the other aspects will give every style of play ( with the notable exception of dancing ); defesive, impromtu, mizia; a new feel and new way of doing things.
By Tos Crawford (Tos) on Friday, February 14, 2003 - 12:58 am: Edit |
But what if you got to choose between 16-point range 10 overloads and 24-point range 8 overloads?
What if you got to choose 12-point range 12 overloads plus 16-point range 8 overloads verse 24-point range 8 overloads?
Somewhere there is an equal balance. You prefer more crunch, I prefer more dance. Ideology again.
By michael john campbell (Michaelcampbell) on Friday, February 14, 2003 - 01:03 am: Edit |
Quote:But what if you got to choose between 16-point range 10 overloads and 24-point range 8 overloads?
What if you got to choose 12-point range 12 overloads plus 16-point range 8 overloads verse 24-point range 8 overloads?
Somewhere there is an equal balance. You prefer more crunch, I prefer more dance. Ideology again.
By Aaron Gimblet (Marcus) on Friday, February 14, 2003 - 01:17 am: Edit |
Variable Range based on Loading? Sounds like a Tachyon Gun.
By John Trauger (Vorlonagent) on Friday, February 14, 2003 - 02:28 am: Edit |
Tos,
I would choose a range-8 24-point photon because, while more powerful, it plays nicer with GW-tech where X2 has to enter GW's overload range to deliver its own. There's a (potentially important) equality there.
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